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Changing Entities
MaZiCUT Offline
Senior Member

Posts: 536
Threads: 31
Joined: Jun 2012
Reputation: 17
#3
RE: Changing Entities

(06-08-2012, 06:27 PM)Your Computer Wrote: You have to disable triggers for the brute for it to not attack the player. You should have a script area where the brute is supposed to stand at for collision detection. Then when the monster collides with the area, use effect voices and set an effect voice callback to have the effect voice callback trigger when the brute is done speaking. In the callback you just turn on the lights.
I haven't got far enough with voice actors so i'm just going to make him roarr when he goes collides with an area standing infront of his pathnode, can you help me script that effect dear friend? Smile

AddEntityCollideCallback("servant_brute_1", "BruteCollide", "Rawr", true, 1);

void Rawr()
{

}
06-08-2012, 06:55 PM
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Messages In This Thread
Changing Entities - by MaZiCUT - 06-08-2012, 05:17 PM
RE: Changing Entities - by Your Computer - 06-08-2012, 06:27 PM
RE: Changing Entities - by MaZiCUT - 06-08-2012, 06:55 PM
RE: Changing Entities - by lllDash - 06-08-2012, 11:07 PM



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