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Set Zombie walking to waypoints
exit361 Offline
Junior Member

Posts: 8
Threads: 2
Joined: Oct 2010
Reputation: 0
#10
RE: Set Zombie walking to waypoints

omg now it writes Expected Identifier and unexpected token { ('-.-)
Ive gt this in my SCRIPT file lets see it

void OnStart()
{
AddUseItemCallback("", "Klic", "mansion_1", "KeyOnDoor", true);
AddUseItemCallback("", "Klic2", "mansion_4", "KeyOnDoor", true);
}
void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "mansion_1", 0.0f, true);
}
AddEnemyPatrolNode("Brute_1", "Point_1", 0.0f, "");
{



Wheres mistake?
Ive fixed that!! You dont have to put something to that script file if you dont want to set them specificaly to points you want you just have to put some points to your map then run it and when monster will hear sound then it will go to nearest point youve created!!! Big Grin YEJJJJJ!
(This post was last modified: 10-29-2010, 10:46 PM by exit361.)
10-29-2010, 10:22 PM
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Messages In This Thread
Set Zombie walking to waypoints - by exit361 - 10-28-2010, 07:58 PM
RE: Set Zombie walking to waypoints - by exit361 - 10-29-2010, 03:10 PM
RE: Set Zombie walking to waypoints - by SLi78 - 10-29-2010, 07:55 PM
RE: Set Zombie walking to waypoints - by ThePaSch - 10-29-2010, 08:05 PM
RE: Set Zombie walking to waypoints - by house - 10-29-2010, 08:40 PM
RE: Set Zombie walking to waypoints - by exit361 - 10-29-2010, 09:37 PM
RE: Set Zombie walking to waypoints - by house - 10-29-2010, 10:06 PM
RE: Set Zombie walking to waypoints - by exit361 - 10-29-2010, 10:22 PM
RE: Set Zombie walking to waypoints - by house - 10-29-2010, 11:11 PM
RE: Set Zombie walking to waypoints - by anzki - 10-30-2010, 11:41 AM



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