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Full Version: Monsters respawn
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I was wondering if anyone could give me a script that keeps monsters even after death
ResetProp, then SetEntityActive.
...? I'm sorry i am a terrible scripter how exactly would i do that
ResetProp(string& asName);
SetEntityActive(string& asName, bool abActive);
Were does the name of my entity go
Let's say I have a grunt named "grunt."

SetEntityActive("grunt", true);
ResetProp("monster");
SetEntityActive("monster", true);
 
I hope this helps
(08-05-2012, 05:52 PM)Steve Wrote: [ -> ]ResetProp("monster");
SetEntityActive("monster", true);

I hope this helps
Fantastic and Thanks Big Grin now my last question were in my hps should i place it
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 Big Grin
if not just ask.
(08-05-2012, 07:43 PM)Steve Wrote: [ -> ]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 Big Grin
if not just ask.
Thanks :3 ill test it out as soon as my custom monster is finished