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Selective Pathnodes...
Kraggdog Offline
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Posts: 69
Threads: 12
Joined: Apr 2011
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#5
RE: Selective Pathnodes...

(04-14-2011, 03:45 PM)palistov Wrote: Haha. Just make a collide callback on that same zone I mentioned. An exact duplicate of the water area.

AddEntityCollideCallback("lurker", "waterarea", "GoAwayEvilWaterLurker", true, -1);


void GoAwayEvilWaterLurker(string &in asParent, string &in asChild, int alState)
{
SetEntityActive(asParent, false);
}

enjoy Big Grin I still have to add some water to my mod. Everybody loves good ol' box jumping!

Aye that's exactly it. Ran into a hitch though. I want the lurker to be active again when the user leaves that area.. it won't go up the stairs and it won't be eternally disabled. I was thinking that I could create "active true" area calls around the edge of the water where the player would re-enter.. but it's a bit messy lol
(This post was last modified: 04-15-2011, 01:56 PM by Kraggdog.)
04-15-2011, 01:56 PM
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Messages In This Thread
Selective Pathnodes... - by Kraggdog - 04-13-2011, 09:22 AM
RE: Selective Pathnodes... - by palistov - 04-13-2011, 05:15 PM
RE: Selective Pathnodes... - by Kraggdog - 04-14-2011, 08:29 AM
RE: Selective Pathnodes... - by palistov - 04-14-2011, 03:45 PM
RE: Selective Pathnodes... - by Kraggdog - 04-15-2011, 01:56 PM
RE: Selective Pathnodes... - by laser50 - 04-15-2011, 01:58 PM



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