Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Monster isn't quite activating.
palistov Offline
Posting Freak

Posts: 1,208
Threads: 67
Joined: Mar 2011
Reputation: 57
#7
RE: Monster isn't quite activating.

If it turns out teleporting to an area doesn't trigger a collide callback you could always use a very short timer (0.01) seconds to call a function immediately after teleporting the player. In the timer's callback do if(GetEntitiesCollide("Player", "Tele")) SetEntityActive("BadMofo", true);

Or just scratch the if statement and set the entity active 0.01 seconds later hehe Smile

Another option would be to set the entity active in your teleport function as opposed to making a collide callback with the teleport target area. So just add SetEntityActive("BadMofo", true); under your FirstTele function.

(This post was last modified: 04-21-2011, 05:37 PM by palistov.)
04-21-2011, 05:36 PM
Find


Messages In This Thread
Monster isn't quite activating. - by DominusVita - 04-21-2011, 04:31 PM
RE: Monster isn't quite activating. - by Josh707 - 04-21-2011, 04:44 PM
RE: Monster isn't quite activating. - by Apjjm - 04-21-2011, 05:18 PM
RE: Monster isn't quite activating. - by MrBigzy - 04-21-2011, 05:15 PM
RE: Monster isn't quite activating. - by palistov - 04-21-2011, 05:36 PM



Users browsing this thread: 1 Guest(s)