(02-25-2012, 07:51 PM)Strembitsky Wrote: [ -> ]If the player doesn't see the door, you could have two entities: One closed and locked, and the other open the amount you'd like.
Use a simple SetEntityActive script for both of them.
I like that idea a lot. How do I set the door I have inactive?
How would I put it into this script?
void SpawnMonster(string &in asEntity)
{
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_1", 4, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_2", 4, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_3", 3, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_4", 3, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_5", 3, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_6", 3, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_7", 3, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_8", 3, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_9", 3, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_10", 10, "");
GiveSanityDamage(5.0f, true);
SetMessage("walk","Oh_No",0);
SetSwingDoorLocked("mansion_2", false, true);
}