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Monster appear
Robby Offline
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Posts: 2,549
Threads: 38
Joined: Jun 2009
Reputation: 47
#3
RE: Monster appear

Here is a script file that I used as an example.
////////////////////////////
// Run first time starting map
void OnStart()
{
     AddEntityCollideCallback("Player", "ScriptArea_1", "MonsterFunc1", true, 1);
}
void MonsterFunc1(string &in asParent, string &in asChild, int alState)
{
     SetEntityActive("servant_grunt_1", true);
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}
////////////////////////////
// Run when leaving map
void OnLeave()
{

}

Notes: At the SetEntityActive line, you must use the monster's exact name.

If you have servant_grunt_1 in your level, for example, then you must use "servant_grunt_1" at the SetEntityActive line in the script file.

Just copy-paste the code, and check your entity and scriptarea in your map and in your script file.

Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active.
(This post was last modified: 01-29-2011, 01:05 PM by Robby.)
01-29-2011, 01:04 PM
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Messages In This Thread
Monster appear - by Sudden - 01-29-2011, 11:54 AM
RE: Monster appear - by Vradcly - 01-29-2011, 01:01 PM
RE: Monster appear - by Robby - 01-29-2011, 01:04 PM
RE: Monster appear - by Sudden - 01-29-2011, 02:55 PM
RE: Monster appear - by CrushedRaiD - 02-05-2011, 08:35 AM
RE: Monster appear - by Oscar House - 02-05-2011, 09:28 AM
RE: Monster appear - by CrushedRaiD - 02-05-2011, 09:43 AM



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