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Same script... really!?
Saren Offline
Member

Posts: 196
Threads: 20
Joined: Jan 2012
Reputation: 1
#1
Same script... really!?

Okay so I got 2 monsters in the same map, and ofc you have to use this script:
void MonsterFunction(string &in asParent, string &in asChild, int alState)
As far as I know.. but when I launch the game it says it's already there like, it dos'nt like me adding it again.... what's up with that?
The script is like this:
//Foodstorage grunt
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("grunt_foodstorage", true);
ShowEnemyPlayerPosition("grunt_foodstorage");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_8", 0, "");
}
void Despawngrunt_foodstorage(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("grunt_foodstorage", false);
}
//Penumbra dog
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("guard_dog", true);
ShowEnemyPlayerPosition("guard_dog");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_14", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_15", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_16", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_17", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_18", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_19", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_20", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_21", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_22", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_23", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_24", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_25", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_26", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_27", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_28", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_29", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_30", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_31", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_32", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_33", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_34", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_35", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_36", 0, "");

03-02-2012, 10:53 AM
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Messages In This Thread
Same script... really!? - by Saren - 03-02-2012, 10:53 AM
RE: Same script... really!? - by flamez3 - 03-02-2012, 11:10 AM
RE: Same script... really!? - by Saren - 03-02-2012, 11:11 AM
RE: Same script... really!? - by Your Computer - 03-02-2012, 07:57 PM



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