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Insanity sound
Lars Offline
Junior Member

Posts: 13
Threads: 2
Joined: Jan 2015
Reputation: 0
#11
RE: Insanity sound

(04-05-2015, 03:31 PM)Darkfire Wrote: Yes: The function that I called "CheckP" is called when you die. You see, when the monster entity is activated, the invisible/unactive one reappears after the active one vanishes. At least that is how I see it; it also may reappear when you die. Anyway, you get the point. If you want to see how FG made it in original, go to map 24_torture_choir_east.

What is wrong with this code?:

void OnStart()
{
SetEntityCallbackFunc("Note", "Spawn");
}

void Spawn(string &in asEntity, string &in type)
{
SetEntityActive("Monster", true);
ShowEnemyPlayerPosition("Monster");
CheckPoint ("C" "PlayerStartArea_2", "CheckP", "Hints"", "Normal");
}

void CheckP(string &in asName, int alCount)
{
SetEntityActive("Monster", true);
ShowEnemyPlayerPosition("Monster");
CheckPoint ("C" "PlayerStartArea_2", "CheckP", "Hints"", "Normal");
}
the error code is
main (10,60): ERR: Expected')' or ','
08-17-2015, 01:16 PM
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Messages In This Thread
Insanity sound - by Lars - 04-02-2015, 04:19 PM
RE: Insanity sound - by Darkfire - 04-02-2015, 05:55 PM
RE: Insanity sound - by Lars - 04-02-2015, 07:28 PM
RE: Insanity sound - by Daemian - 04-02-2015, 08:14 PM
RE: Insanity sound - by Darkfire - 04-02-2015, 10:28 PM
RE: Insanity sound - by Lars - 04-04-2015, 03:46 PM
RE: Insanity sound - by Slanderous - 04-04-2015, 04:44 PM
RE: Insanity sound - by Darkfire - 04-04-2015, 05:29 PM
RE: Insanity sound - by Lars - 04-05-2015, 02:36 PM
RE: Insanity sound - by Darkfire - 04-05-2015, 03:31 PM
RE: Insanity sound - by Lars - 08-17-2015, 01:16 PM
RE: Insanity sound - by jens - 08-17-2015, 01:52 PM
RE: Insanity sound - by Lars - 08-17-2015, 02:22 PM
RE: Insanity sound - by Lars - 08-17-2015, 04:14 PM
RE: Insanity sound - by Slanderous - 08-17-2015, 04:37 PM
RE: Insanity sound - by Lars - 08-17-2015, 04:43 PM



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