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Amnesia level editor setting monsters - GTalbot - 07-17-2011 Iv'e recently started making a custom story for amnesia and ive starting having a bit of trouble. iv'e made doors unlock with keys and i made a monster also spawn when that door was unlocked but by accident i actually wanted to be able to open the door and walk down the hall to another room and upon walking into the room a monster spawn but it wasn't working this is my .hps script im only 16 and i started learning this stuff yesterday so if its totally wrong im sorry there isnt a tutorial for me to follow. void OnStart() { AddUseItemCallback("", "key", "door", "KeyOnDoor", true); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("door", false, true); PlaySoundAtEntity("", "unlock_door", "door", 0, false); RemoveItem("key"); } { AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1); } void MonsterFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("grunt", true); AddEnemyPatrolNode("grunt", "PathNodeArea_1", 2, ""); AddEnemyPatrolNode("grunt", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("grunt", "PathNodeArea_3", 4, ""); } //////////////////////////// // Run when leaving map void OnLeave() { } RE: Amnesia level editor setting monsters - MrCookieh - 07-17-2011 AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1); put this between the {} of the OnStart(). Should work. RE: Amnesia level editor setting monsters - ferryadams11 - 07-18-2011 Not again this kind of hps -.- sorry but I just see this too much. I'll help. void OnStart() { AddUseItemCallback("", "key", "door", "KeyOnDoor", true); AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("door", false, true); PlaySoundAtEntity("", "unlock_door", "door", 0, false); RemoveItem("key"); } void MonsterFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("grunt", true); AddEnemyPatrolNode("grunt", "PathNodeArea_1", 2, ""); AddEnemyPatrolNode("grunt", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("grunt", "PathNodeArea_3", 4, ""); } //////////////////////////// //Run when entering map void OnEnter() { } //////////////////////////// // Run when leaving map void OnLeave() { } Okay I'm done here You're welcome. For any further questions, add me on msn: ferry_hooligan@live.nl Kind regards, Ferry Adams |