Monster stop at path node - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Monster stop at path node (/thread-8264.html) |
Monster stop at path node - xtron - 05-26-2011 Code: void OnStart() 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 RE: Monster stop at path node - Khyrpa - 05-26-2011 change the node into a large script area and it should be okay? RE: Monster stop at path node - Kyle - 05-26-2011 Yeah, what Khyrpa said. Add a ScriptArea at PathNodeArea_10. Code: void OnStart() RE: Monster stop at path node - xtron - 05-26-2011 How do i do so the monster disapears when the player reaches another script? EDIT: NVM! I figgured it out. EDIT2: Code: void OnStart() Is this gonna work? RE: Monster stop at path node - Khyrpa - 05-26-2011 oh... you have to make the boolean into true for the monster to fadetosmoke RE: Monster stop at path node - xtron - 05-26-2011 (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 ^^. RE: Monster stop at path node - Khyrpa - 05-26-2011 ops... yes it actually is just for the sound! sorry... mybad keep it false if you dont want the sound |