01-20-2012, 10:27 PM
01-20-2012, 10:38 PM
Not sure, but if you try looping the path nodes, that might do the trick
01-20-2012, 10:48 PM
Make a checkpoint and make it call a function when you die:
Put there:
You'll need to make it active again and when its active,
its in the same position as it were when the map started
Put there:
Code:
ResetProp("NAME OF THE ENEMY");
You'll need to make it active again and when its active,
its in the same position as it were when the map started
01-20-2012, 10:55 PM
Or if you have the monster spawn on an area collide, make sure the "autoremove" is set to FALSE.. E.g...
AddEntityCollideCallback("Player", "COLLIDEAREA", "MONSTERFUNCTION", false, 1);
This allows the function to be called repeatedly, as the function is not deleted. Result, monster spawning after each death.
AddEntityCollideCallback("Player", "COLLIDEAREA", "MONSTERFUNCTION", false, 1);
This allows the function to be called repeatedly, as the function is not deleted. Result, monster spawning after each death.
01-21-2012, 12:14 AM
Monsters cannot be "respawned" if the player is killed by the monster within the same map session. You have to either reload the map or have another monster with a different name waiting to be enabled afterwards.
01-21-2012, 10:51 AM
Try this maybe:
void SetEnemyDisabled(string& asName, bool abDisabled);
As in...
void SetEnemyDisabled("NAME OF ENEMY", true);
Or, if it's part of a function...
SetEnemyDisabled("NAME OF ENEMY", true);
void SetEnemyDisabled(string& asName, bool abDisabled);
As in...
void SetEnemyDisabled("NAME OF ENEMY", true);
Or, if it's part of a function...
SetEnemyDisabled("NAME OF ENEMY", true);
01-22-2012, 02:25 PM
Your Computer really answered my question, thank you.
This means that I'm just going to make two version of the same map file and have a loading screen when the player dies..
Thanks for help!
This means that I'm just going to make two version of the same map file and have a loading screen when the player dies..
Thanks for help!