Search Results
|
Post |
Author |
Forum |
Replies |
Views |
Posted
[asc]
|
|
|
Thread: New Problem: SetEntityPlayerLookAtCallback
Post: RE: New Problem: SetEntityPlayerLookAtCallback
(03-14-2012, 03:01 PM)SilentStriker Wrote: I would guess the If uses the functions alState
it should look like this
void Function(string &in asEntity, int alState)
{
if(alState == 1 &&... |
|
araphon1 |
Development Support
|
7 |
6,464 |
03-14-2012, 03:18 PM |
|
|
Thread: New Problem: SetEntityPlayerLookAtCallback
Post: RE: New Problem: SetEntityPlayerLookAtCallback
(03-14-2012, 02:39 PM)SilentStriker Wrote: try this:
void Function(string &in asEntity, int alState)
{
if(alState == 1){
AddEnemyPatrolNode("Entity","PathNodeArea_4",1,"idle");
AddEnemyPatro... |
|
araphon1 |
Development Support
|
7 |
6,464 |
03-14-2012, 02:56 PM |
|
|
Thread: New Problem: SetEntityPlayerLookAtCallback
Post: RE: New Problem: SetEntityPlayerLookAtCallback
(03-14-2012, 02:21 PM)SilentStriker Wrote: StartPlayerLookAt and StopPlayerLookAt();is the code you are looking for
StartPlayerLookAt(string& asEntityName, float afSpeedMul, float afMaxSpeed, s... |
|
araphon1 |
Development Support
|
7 |
6,464 |
03-14-2012, 02:25 PM |
|
|
Thread: New Problem: SetEntityPlayerLookAtCallback
Post: New Problem: SetEntityPlayerLookAtCallback
I dont want the grunt to move away until I look at him. This is what Frictional Games say about this callback:
void SetEntityPlayerLookAtCallback(string& asName, string& asCallback, bool abRe... |
|
araphon1 |
Development Support
|
7 |
6,464 |
03-14-2012, 02:15 PM |
|
|
Thread: LocalVariables acting up. [CASE CLOSED]
Post: LocalVariables acting up. [CASE CLOSED]
Im trying to create an event where you pick up a note, and a grunt spawn behind you, you turn and look at him and he walks out the door into a hallway. When you move out into the hallway, youll hear a... |
|
araphon1 |
Development Support
|
0 |
1,465 |
03-14-2012, 01:03 PM |