11-18-2013, 01:40 PM
void OnStart()
{
AddEntityCollideCallback("Player","lookatmonster","lookat", true, 1);
}
void lookat(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("look1", 1.0f, 1.0f, "");
SetPlayerActive(false);
AddTimer("", 5, "");
SetPlayerActive(true);
}
When i remove the "SetPlayerActive(true); It works perfectly, but then i can't control the player, But if i add it as shown above, it doesnt become unactive, why is this?
2.
Grunts, Is there a way to turn there vision down/off? So they're blind and only go after sound?
{
AddEntityCollideCallback("Player","lookatmonster","lookat", true, 1);
}
void lookat(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("look1", 1.0f, 1.0f, "");
SetPlayerActive(false);
AddTimer("", 5, "");
SetPlayerActive(true);
}
When i remove the "SetPlayerActive(true); It works perfectly, but then i can't control the player, But if i add it as shown above, it doesnt become unactive, why is this?
2.
Grunts, Is there a way to turn there vision down/off? So they're blind and only go after sound?