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Hey, I need some help with my grunt on my map.

So far I have managed to make it activate when I move inside an area box, and then it will move onto the path nodes. But my problem now is that i want the grunt to de-activate when it moves to the last path node.

Help me pleaseAngel
(02-25-2011, 05:56 PM)xToxic Wrote: [ -> ]Hey, I need some help with my grunt on my map.

So far I have managed to make it activate when I move inside an area box, and then it will move onto the path nodes. But my problem now is that i want the grunt to de-activate when it moves to the last path node.

Help me pleaseAngel
you want to fase into smoke? or just de-active?

if you want to de-active the monster. just place a script at the last pathnode. Make Callback of the script area and place the opposite of the active script. So
Code:
SetEntityActive("servant_grunt_1", false);
hope it helped Big Grin[/quote]
(02-25-2011, 06:04 PM)nkmol Wrote: [ -> ]
(02-25-2011, 05:56 PM)xToxic Wrote: [ -> ]Hey, I need some help with my grunt on my map.

So far I have managed to make it activate when I move inside an area box, and then it will move onto the path nodes. But my problem now is that i want the grunt to de-activate when it moves to the last path node.

Help me pleaseAngel
you want to fase into smoke? or just de-active?

if you want to de-active the monster. just place a script at the last pathnode. Make Callback of the script area and place the opposite of the active script. So
Code:
SetEntityActive("servant_grunt_1", false);
hope it helped Big Grin
[/quote]

I was thinking about just de-activate, but if they turn into smoke that would be much cooler Big Grin How do I do it? Smile
It doesn't work!
Code:
void OnEnter()
AddEntityCollideCallback("servant_grunt_1", "ScriptArea_1", "GruntGone", true, 1);

void GruntGone(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", false);
}

That should work, i don't know how the smoke effect really works. But i know it's possible Wink
thanks xD I suck at scripting Sad
(02-25-2011, 06:39 PM)nkmol Wrote: [ -> ]i don't know how the smoke effect really works.
That would be FadeEnemyToSmoke(string& asName, bool abPlaySound);

Code:
void OnEnter()
AddEntityCollideCallback("servant_grunt_1", "ScriptArea_1", "GruntGone", true, 1);

void GruntGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke("servant_grunt_1",true);
}
None of this works, All of this gives me errors! x.x
(02-25-2011, 07:11 PM)xToxic Wrote: [ -> ]None of this works, All of this gives me errors! x.x

please give let us see the error Tongue
FATAL ERROR: Could not load script file 'custom_stories/TEST/custom_stories/maps/part2.hps'!
main (164, 1) : ERR : Expected ',' or ';'
main (171, 1) : ERR : Unexpected token '{'
Send me the script and I'll fix that.
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