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a question... - Danny Boy - 05-26-2011

is it possible to make a entety to spawn at a area? i don't mean active or unctive i mean that in map editor there is nothing but walls and some areas... but wend i for example collide whit a area.... a monster will spawn on a specific area... why do want to do this like this? well i have my motives... so is it possible to do it?


RE: a question... - Tanshaydar - 05-26-2011

What's the difference? You can place entities deactivated, then activate specific entity you want to create at that area.

Wiki has something for this.

Code:
void CreateEntityAtArea(string& asEntityName, string& asEntityFile, string& asAreaName, bool abFullGameSave);

Creates an entity at an area.

asEntityName - internal name
asEntityFile - entity to be used + extension .ent
asAreaName - the area to create the entity at
abFullGameSave - determines whether an entity “remembers” its state



RE: a question... - Danny Boy - 05-26-2011

(05-26-2011, 01:41 PM)Tanshaydar Wrote: What's the difference? You can place entities deactivated, then activate specific entity you want to create at that area.

Wiki has something for this.

Code:
void CreateEntityAtArea(string& asEntityName, string& asEntityFile, string& asAreaName, bool abFullGameSave);

Creates an entity at an area.

asEntityName - internal name
asEntityFile - entity to be used + extension .ent
asAreaName - the area to create the entity at
abFullGameSave - determines whether an entity “remembers” its state

well do you remenber that one time i asked you at youtube how did you made the bilboard disapear from the flash light? but you said it wouldn't work the same way whit a monster? well this is kinda a way to go around that problem... or do you rather see some glowing eyes float in the nothing?




RE: a question... - Tanshaydar - 05-27-2011

Hmm. I still have some floating billboards. Did you find a workaround?