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Activating sanity and makign a level door operate.
Chilton Offline
Member

Posts: 138
Threads: 9
Joined: Sep 2010
Reputation: 0
#16
RE: Activating sanity and makign a level door operate.

Open Map Viewer, then view the map, and make it render/display Path Nodes, and ensure that they are actually joined together.

Failing that, try renaming the NPC in the level editor, then changing the Node part of the script to suit that. Also, rename the nodes.

Or, maybe:

void CollideRoomTwo(string &in asParent, string &in asChild, int alState)
{
GiveSanityDamage(3.0f, true);
SetSwingDoorClosed("castle_arched01_2", true, true);
ShowEnemyPlayerPosition("servant_grunt_1");
SetEntityActive("servant_grunt_1", true);
{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 1.0f, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 1.0f, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 1.0f, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 1.0f, "");
}
}
* with SetEntityActive("servant_grunt_1", false); in OnStart


-

EDIT: Retry with the new ammendums
The following is a piece of script from the Amnesia Story, as a point of reference:
void CollideAreaCP03(string &in asParent, string &in asChild, int alState)
{
AddEnemyPatrolNode("servant_grunt_9", "PathNodeArea_119", 3.0f, "");
AddEnemyPatrolNode("servant_grunt_9", "PathNodeArea_133", 0.0f, "");

SetEntityActive("servant_grunt_9", true);

PlaySoundAtEntity("door_open", "15_open_door", "cellar_wood01_2", 0.0f, false);
}
10-06-2010, 05:46 PM
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RE: Activating sanity and makign a level door operate. - by Chilton - 10-06-2010, 05:46 PM



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