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    Thread: New Problem: SetEntityPlayerLookAtCallback
Post: RE: New Problem: SetEntityPlayerLookAtCallback

(03-14-2012, 03:01 PM)SilentStriker Wrote: I would guess the If uses the functions alState it should look like this void Function(string &in asEntity, int alState) { if(alState == 1 &&...
araphon1 Development Support 7 6,414 03-14-2012, 03:18 PM
    Thread: New Problem: SetEntityPlayerLookAtCallback
Post: RE: New Problem: SetEntityPlayerLookAtCallback

(03-14-2012, 02:39 PM)SilentStriker Wrote: try this: void Function(string &in asEntity, int alState) { if(alState == 1){ AddEnemyPatrolNode("Entity","PathNodeArea_4",1,"idle"); AddEnemyPatro...
araphon1 Development Support 7 6,414 03-14-2012, 02:56 PM
    Thread: New Problem: SetEntityPlayerLookAtCallback
Post: RE: New Problem: SetEntityPlayerLookAtCallback

(03-14-2012, 02:21 PM)SilentStriker Wrote: StartPlayerLookAt and StopPlayerLookAt();is the code you are looking for StartPlayerLookAt(string& asEntityName, float afSpeedMul, float afMaxSpeed, s...
araphon1 Development Support 7 6,414 03-14-2012, 02:25 PM
    Thread: New Problem: SetEntityPlayerLookAtCallback
Post: New Problem: SetEntityPlayerLookAtCallback

I dont want the grunt to move away until I look at him. This is what Frictional Games say about this callback: void SetEntityPlayerLookAtCallback(string& asName, string& asCallback, bool abRe...
araphon1 Development Support 7 6,414 03-14-2012, 02:15 PM
  Exclamation Thread: LocalVariables acting up. [CASE CLOSED]
Post: LocalVariables acting up. [CASE CLOSED]

Im trying to create an event where you pick up a note, and a grunt spawn behind you, you turn and look at him and he walks out the door into a hallway. When you move out into the hallway, youll hear a...
araphon1 Development Support 0 1,454 03-14-2012, 01:03 PM