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Grunt not behaving properly.
evertuy Offline
Junior Member

Posts: 46
Threads: 9
Joined: Mar 2011
Reputation: 0
#1
Grunt not behaving properly.

So I have this set up, when you enter a room it has a script area where it triggers a grunt. But the catch is that there is no hiding place so your screwed right? Not really, I WANTED him to be a Hallucination (I have the box checked in his entity tab) so that when he comes close he disappears.
But I'm a bit ticked because when I run the script, he acts like a normal grunt and kills me, can someone clarify?

Quote:void OnStart()
{
AddEntityCollideCallback("Player" , "GruntArea" , "FakeGrunt" , true , 1);
}

void FakeGrunt(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("FakeGrunt", true);
}

This is not the full script, but what I'm focusing on. I saw some functions but when I put them in the required their own syntax. So, I need help.


(Sorry for the constant threads, wish I could delete my others).
03-28-2011, 06:28 PM
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Messages In This Thread
Grunt not behaving properly. - by evertuy - 03-28-2011, 06:28 PM
RE: Grunt not behaving properly. - by Danny Boy - 03-28-2011, 06:48 PM
RE: Grunt not behaving properly. - by evertuy - 03-28-2011, 07:02 PM
RE: Grunt not behaving properly. - by palistov - 03-28-2011, 07:43 PM
RE: Grunt not behaving properly. - by MrBigzy - 03-28-2011, 08:00 PM
RE: Grunt not behaving properly. - by evertuy - 03-28-2011, 08:05 PM
RE: Grunt not behaving properly. - by palistov - 03-28-2011, 08:05 PM
RE: Grunt not behaving properly. - by MrBigzy - 03-28-2011, 09:01 PM



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