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Full Version: Monster stop at path node
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Code:
void OnStart()
{
AddEntityCollideCallback("monster_outside_door_slam1", "PathNodeArea_10", "disable_monster1", true, 1);
}

void disable_monster1(string &in asParent, string &in asChild, int alState)
{
SetEnemyDisabled("monster_outside_door_slam1", true);
}

Here's my current code for monster geting disabled when on "PathNodeArea_10" but it doesn't work. Any ides why?

Monster name: monster_outside_door_slam1
Node name: PathNodeArea_10
change the node into a large script area and it should be okay?
Yeah, what Khyrpa said.

Add a ScriptArea at PathNodeArea_10.

Code:
void OnStart()
{
     AddEntityCollideCallback("monster_outside_door_slam1", "ScriptArea_1", "disable_monster1", true, 1);
}
void disable_monster1(string &in asParent, string &in asChild, int alState)
{
     SetEnemyDisabled("monster_outside_door_slam1", true);
}
How do i do so the monster disapears when the player reaches another script?


EDIT: NVM! I figgured it out.

EDIT2:
Code:
void OnStart()
{
AddEntityCollideCallback("Player", "script_make_monster_smoke1", "make_monster_smoke1", true, 1);
}

void make_monster_smoke1(string &in asParent, string &in asChild, int alState)
{
     FadeEnemyToSmoke("script_make_monster_smoke1", false);
}

Is this gonna work?
oh... you have to make the boolean into true for the monster to fadetosmoke
(05-26-2011, 07:39 PM)Khyrpa Wrote: [ -> ]oh... you have to make the boolean into true for the monster to fadetosmoke

Oh I thought that "fadetosmoke" was that the sound "fadetosmoke" was gonna happen. But thanks ^^.
ops... yes it actually is just for the sound! sorry... mybad keep it false if you dont want the sound