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Activating Monsters/Entities
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GhastDagger Offline
Junior Member

Posts: 9
Joined: Sep 2011
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Post: #1
Question Activating Monsters/Entities
Hey guys, i need a couple of monsters and a corpse to appear after the player picks up an item, and make a Vase break when the player gets near it, and also the scare effect (the 1 that makes the camera get pushed or somethin) plus making him look at a direction for a couple of seconds

Would you kindly tell me the scripts and callbacks i'll need to make these things ? also is it possible to make a window break after the player picks the item ?

sorry for asking too much..
10-12-2011 01:01 PM
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Obliviator27 Offline
Posting Freak

Posts: 801
Joined: Jul 2011
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Post: #2
RE: Activating Monsters/Entities
In order...
SetEntityActive (SetEntityPlayerInteractCallback to call it)
SetPropHealth (AddEntityCollideCallback to call it)
GiveSanityDamage
StartPlayerLookAt
SetPropHealth (SetEntityPlayerInteractCallback to call it)

http://wiki.frictionalgames.com/hpl2/amn..._functions
^ Is your best friend while scripting.

10-12-2011 05:23 PM
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GhastDagger Offline
Junior Member

Posts: 9
Joined: Sep 2011
Reputation: 0
Post: #3
RE: Activating Monsters/Entities
lol thanks alot mate!
oh but hey, do i have to write some callbacks ingame ? like for the monsters' call back?
(This post was last modified: 10-12-2011 05:58 PM by GhastDagger.)
10-12-2011 05:39 PM
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Obliviator27 Offline
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Posts: 801
Joined: Jul 2011
Reputation: 65
Post: #4
RE: Activating Monsters/Entities
If you set the monster to active, he'll just stand there. If you want him to move, include AddEnemyPatrolNode into the callback that activates him, and be sure to have pathnodes set up.

10-12-2011 07:31 PM
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