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Script Help Grunt Animations
zombiehacker595 Offline
Member

Posts: 141
Threads: 51
Joined: Mar 2012
Reputation: 3
#2
RE: Grunt Animations

(04-03-2012, 10:51 AM)Dutton Wrote: So today i got a bit curious after reading a post on the forums, and decided to make a small test map. containing a corridor with a metal table and a resized cabinet.

Now what is supposed to happend is that i pickup a key and a grunt will spawn with disabled triggers. and it should play an animation when reaching the first pathnode, which was "run.anm".

Here is my hps file:



void OnStart()
{
SetEntityCallbackFunc("activategrunt", "startgruntrun");
}

void startgruntrun(string &in asEntity, string &in type)
{
SetEnemyDisableTriggers("servant_grunt_1", true);
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, "run.anm");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "notice1.anm");
}

The animations are included at the end of the pathnodes as described on the tutorial page "Setting up a monster".

But the animations won't play, how come?

wait so do you just want him to spawn when you pick up ibject then he runs at you?
04-03-2012, 12:23 PM
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Messages In This Thread
Grunt Animations - by Dutton - 04-03-2012, 10:51 AM
RE: Grunt Animations - by zombiehacker595 - 04-03-2012, 12:23 PM
RE: Grunt Animations - by Dutton - 04-03-2012, 04:33 PM
RE: Grunt Animations - by RedMser - 04-03-2012, 06:43 PM
RE: Grunt Animations - by Obliviator27 - 04-03-2012, 07:46 PM
RE: Grunt Animations - by Statyk - 04-03-2012, 08:37 PM
RE: Grunt Animations - by Your Computer - 04-03-2012, 08:44 PM
RE: Grunt Animations - by Dutton - 04-04-2012, 11:38 AM



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