08-05-2012, 03:23 AM
08-05-2012, 03:53 AM
ResetProp, then SetEntityActive.
08-05-2012, 05:28 AM
...? I'm sorry i am a terrible scripter how exactly would i do that
08-05-2012, 10:39 AM
ResetProp(string& asName);
SetEntityActive(string& asName, bool abActive);
SetEntityActive(string& asName, bool abActive);
08-05-2012, 05:47 PM
Were does the name of my entity go
08-05-2012, 05:52 PM
Let's say I have a grunt named "grunt."
SetEntityActive("grunt", true);
SetEntityActive("grunt", true);
08-05-2012, 05:52 PM
ResetProp("monster");
SetEntityActive("monster", true);
I hope this helps
SetEntityActive("monster", true);
I hope this helps
08-05-2012, 07:31 PM
(08-05-2012, 05:52 PM)Steve Wrote: [ -> ]ResetProp("monster");Fantastic and Thanks now my last question were in my hps should i place it
SetEntityActive("monster", true);
I hope this helps
08-05-2012, 07:43 PM
first of all make an Checkpoint with:
CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);
here an example:
CheckPoint ("mycheckpoint", "mystartposition", "myvoidafterIdie", "Categorynamewhenyoudie", "entrynamewhenyoudie");
so after that(you can make this check point anywhere like when you touch an area or just when you pick up an item also you have to make an startposition for when you start when you die)
void myvoidafterIdie(string &in asName, int alCount)
{
ResetProp("monster");
SetEntityActive("monster", true);
}
and for in the .Lang file:
<CATEGORY Name="Categorynamewhenyoudie">
<Entry Name="entrynamewhenyoudie">pu text you want to see when you die here</Entry>
</CATEGORY>
I hope you get it
if not just ask.
CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);
here an example:
CheckPoint ("mycheckpoint", "mystartposition", "myvoidafterIdie", "Categorynamewhenyoudie", "entrynamewhenyoudie");
so after that(you can make this check point anywhere like when you touch an area or just when you pick up an item also you have to make an startposition for when you start when you die)
void myvoidafterIdie(string &in asName, int alCount)
{
ResetProp("monster");
SetEntityActive("monster", true);
}
and for in the .Lang file:
<CATEGORY Name="Categorynamewhenyoudie">
<Entry Name="entrynamewhenyoudie">pu text you want to see when you die here</Entry>
</CATEGORY>
I hope you get it
if not just ask.
08-05-2012, 10:06 PM
(08-05-2012, 07:43 PM)Steve Wrote: [ -> ]first of all make an Checkpoint with:Thanks :3 ill test it out as soon as my custom monster is finished
CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);
here an example:
CheckPoint ("mycheckpoint", "mystartposition", "myvoidafterIdie", "Categorynamewhenyoudie", "entrynamewhenyoudie");
so after that(you can make this check point anywhere like when you touch an area or just when you pick up an item also you have to make an startposition for when you start when you die)
void myvoidafterIdie(string &in asName, int alCount)
{
ResetProp("monster");
SetEntityActive("monster", true);
}
and for in the .Lang file:
<CATEGORY Name="Categorynamewhenyoudie">
<Entry Name="entrynamewhenyoudie">pu text you want to see when you die here</Entry>
</CATEGORY>
I hope you get it
if not just ask.