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How do I make my monster disappear after it reaches a certain node?
I've tried filling in the last thread and making

For exapmle

void OnStart()
{
AddEnemyPatrolNode("Monster", "Node_1", 2, "");
AddEnemyPatrolNode("Monster", "Node_2", 2, "");
AddEnemyPatrolNode("Monster", "Node_3", 2, "");
AddEnemyPatrolNode("Monster", "Node_4", 2, "");
AddEnemyPatrolNode("Monster", "Node_5", 2, "");
AddEnemyPatrolNode("Monster", "Node_6", 2, "");
AddEnemyPatrolNode("Monster", "Node_7", 2, "MyFunc");
}


void MyFunc(string& asEntity)
{
SetEnemyDisabled("Monster", true);
}

They don't seem to work. Maybe I'm using a faulty function? Or I'm simply not putting the correct thing in that box

Please help
(08-09-2011, 01:24 PM)Lolnesia09 Wrote: [ -> ]How do I make my monster disappear after it reaches a certain node?
I've tried filling in the last thread and making

For exapmle

void OnStart()
{
AddEnemyPatrolNode("Monster", "Node_1", 2, "");
AddEnemyPatrolNode("Monster", "Node_2", 2, "");
AddEnemyPatrolNode("Monster", "Node_3", 2, "");
AddEnemyPatrolNode("Monster", "Node_4", 2, "");
AddEnemyPatrolNode("Monster", "Node_5", 2, "");
AddEnemyPatrolNode("Monster", "Node_6", 2, "");
AddEnemyPatrolNode("Monster", "Node_7", 2, "MyFunc");
}


void MyFunc(string& asEntity)
{
SetEnemyDisabled("Monster", true);
}

They don't seem to work. Maybe I'm using a faulty function? Or I'm simply not putting the correct thing in that box

Please help

You dont have timers here. Here use this definitely works.

void OnStart()
{
AddEntityCollideCallback("Player", "Closetbrute", "Closet_brute", true, 1);
}

void Closet_brute(string &in asParent, string &in asChild, int alState)
{
AddEnemyPatrolNode("Monster", "Node_1", 2, "");
AddEnemyPatrolNode("Monster", "Node_2", 2, "");
AddEnemyPatrolNode("Monster", "Node_3", 2, "");
AddEnemyPatrolNode("Monster", "Node_4", 2, "");
AddEnemyPatrolNode("Monster", "Node_5", 2, "");
AddEnemyPatrolNode("Monster", "Node_6", 2, "");
AddTimer("", 30.0, "DissapearingMonster");
}

void DissapearingMonster(string &in asTimer)
{
SetEntityActive("Monster", false);
}


This is my example. Try it and remember to name "Areas and monster right" Smile
Add a scriptarea at the last patrolnode. Set it to only affect the certain monster. Use the command
SetEntityActive to deactivate the monster in that area.
(08-09-2011, 01:40 PM)HumiliatioN Wrote: [ -> ]
(08-09-2011, 01:24 PM)Lolnesia09 Wrote: [ -> ]How do I make my monster disappear after it reaches a certain node?
I've tried filling in the last thread and making

For exapmle

void OnStart()
{
AddEnemyPatrolNode("Monster", "Node_1", 2, "");
AddEnemyPatrolNode("Monster", "Node_2", 2, "");
AddEnemyPatrolNode("Monster", "Node_3", 2, "");
AddEnemyPatrolNode("Monster", "Node_4", 2, "");
AddEnemyPatrolNode("Monster", "Node_5", 2, "");
AddEnemyPatrolNode("Monster", "Node_6", 2, "");
AddEnemyPatrolNode("Monster", "Node_7", 2, "MyFunc");
}


void MyFunc(string& asEntity)
{
SetEnemyDisabled("Monster", true);
}

They don't seem to work. Maybe I'm using a faulty function? Or I'm simply not putting the correct thing in that box

Please help

You dont have timers here. Here use this definitely works.

void OnStart()
{
AddEntityCollideCallback("Player", "Closetbrute", "Closet_brute", true, 1);
}

void Closet_brute(string &in asParent, string &in asChild, int alState)
{
AddEnemyPatrolNode("Monster", "Node_1", 2, "");
AddEnemyPatrolNode("Monster", "Node_2", 2, "");
AddEnemyPatrolNode("Monster", "Node_3", 2, "");
AddEnemyPatrolNode("Monster", "Node_4", 2, "");
AddEnemyPatrolNode("Monster", "Node_5", 2, "");
AddEnemyPatrolNode("Monster", "Node_6", 2, "");
AddTimer("", 30.0, "DissapearingMonster");
}

void DissapearingMonster(string &in asTimer)
{
SetEntityActive("Monster", false);
}


This is my example. Try it and remember to name "Areas and monster right" Smile

Cheers (:

What's the script where lights turn off with the sounds and screen effects Etc.?
(08-09-2011, 02:52 PM)Lolnesia09 Wrote: [ -> ]
(08-09-2011, 01:40 PM)HumiliatioN Wrote: [ -> ]
(08-09-2011, 01:24 PM)Lolnesia09 Wrote: [ -> ]How do I make my monster disappear after it reaches a certain node?
I've tried filling in the last thread and making

For exapmle

void OnStart()
{
AddEnemyPatrolNode("Monster", "Node_1", 2, "");
AddEnemyPatrolNode("Monster", "Node_2", 2, "");
AddEnemyPatrolNode("Monster", "Node_3", 2, "");
AddEnemyPatrolNode("Monster", "Node_4", 2, "");
AddEnemyPatrolNode("Monster", "Node_5", 2, "");
AddEnemyPatrolNode("Monster", "Node_6", 2, "");
AddEnemyPatrolNode("Monster", "Node_7", 2, "MyFunc");
}


void MyFunc(string& asEntity)
{
SetEnemyDisabled("Monster", true);
}

They don't seem to work. Maybe I'm using a faulty function? Or I'm simply not putting the correct thing in that box

Please help

You dont have timers here. Here use this definitely works.

void OnStart()
{
AddEntityCollideCallback("Player", "Closetbrute", "Closet_brute", true, 1);
}

void Closet_brute(string &in asParent, string &in asChild, int alState)
{
AddEnemyPatrolNode("Monster", "Node_1", 2, "");
AddEnemyPatrolNode("Monster", "Node_2", 2, "");
AddEnemyPatrolNode("Monster", "Node_3", 2, "");
AddEnemyPatrolNode("Monster", "Node_4", 2, "");
AddEnemyPatrolNode("Monster", "Node_5", 2, "");
AddEnemyPatrolNode("Monster", "Node_6", 2, "");
AddTimer("", 30.0, "DissapearingMonster");
}

void DissapearingMonster(string &in asTimer)
{
SetEntityActive("Monster", false);
}


This is my example. Try it and remember to name "Areas and monster right" Smile

Cheers (:

What's the script where lights turn off with the sounds and screen effects Etc.?

SetLampLit("hanging_lantern_ceiling_1", true, true); Example. for lights.

StopMusic(2,0); for stopping music.

ChangePlayerStateToNormal(); this one I think change everything normal.