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How do you change the way an enemy faces when activated? They all appear to face in the same direction, even when rotated in the level editor, and I want them to face in a certain way.
Check to see if you have any .map_cache files in your maps directory. If so, delete them and try the map again. If you have rotated them in the level editor, then so should they appear rotated in game.
I just checked, and there aren't any .map_cache files in my maps directory for that level.
I have the same problem (even if it's not important for the moment) but I have a monster on my map, facing a wall in the editor (used rotation) and when I test it, it always faces the player. And there is no map_cache in my folder.
Rotating them will not change a thing, maybe you'd want to use patrol nodes to move them in the way you want.
(09-27-2011, 02:52 AM)Tanshaydar Wrote: [ -> ]Rotating them will not change a thing, maybe you'd want to use patrol nodes to move them in the way you want.
Yeah I already thought about this solution, and I think I'm gonna use this way.

Thanks anyway Wink

By the way Tanshaydar, our team (Around The World Arts) is working on a huge mod for Amnesia. Maybe, if you have time, you could take a look at it and give us some feedbacks. We'ld appreciate critics from a big modder Wink

I haven't yet? lol :/
Ah, ok. I didn't want it to move; I just needed it to spawn facing the player for 3-4 seconds (triggers disabled)then go inactive again. Looks like the only way to do it will be to rotate the entire map to match the way its facing.
Don't Smile make it notice the player, then disable it right after - 0.05 timer(?). Or have it walk 0,5 meters in the beginning of the map and then disable it. Turning the map sounds like a whole lot of trouble..
Just did that; for some reason it didn't work yesterday. Must've made a typo and gave up Tongue It's working now though.


What are the names of the two sound files that play when a monster is chasing a player? Using this method will require me to stop that file (the buzzing noise and the music).


Actually, this ended up doing what I wanted


void CollideBehind(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_3", true, true);
SetEntityActive("grunt_3", true);
AddEnemyPatrolNode("grunt_3", "Path", 100.0f, "");
SetEnemyDisableTriggers("grunt_3", true);
AddTimer("", 4.0f, "CollideBehindStop");
}
void CollideBehindStop(string &in asTimer)
{
FadeEnemyToSmoke("grunt_3", true);
}



For anyone else who may want to do the same thing.
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