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PathNodes [SOLVED]
Karai16 Offline
Member

Posts: 164
Threads: 24
Joined: Apr 2011
Reputation: 0
#6
RE: PathNodes

void OnStart()
{
    SetEntityPlayerInteractCallback("TowerKey", "Activatebrute", true);
    AddEntityCollideCallback("servant_brute_1", "ScriptArea_1", "DespawnBrute", true, 1);
}


void Activatebrute(string &in asEntity)
{
SetEntityActive("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 1, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 3, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 3, "");
}


void DespawnBrute(string &in asEntity)
{
FadeEnemyToSmoke("servant_brute_1", false);
}
right now this is my code, it works, except for the FadeEnemyToSmoke part. When the brute collides with the scriptarea, it doesn't disappear, and keeps on patrolling along the path.

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Messages In This Thread
PathNodes [SOLVED] - by Karai16 - 05-02-2011, 04:25 PM
RE: PathNodes - by Roenlond - 05-02-2011, 04:31 PM
RE: PathNodes - by Karai16 - 05-02-2011, 04:48 PM
RE: PathNodes - by Anxt - 05-02-2011, 04:50 PM
RE: PathNodes - by Roenlond - 05-02-2011, 05:14 PM
RE: PathNodes - by Karai16 - 05-02-2011, 06:22 PM
RE: PathNodes - by Roenlond - 05-02-2011, 06:53 PM
RE: PathNodes - by Linus Ågren - 05-02-2011, 06:30 PM
RE: PathNodes - by Karai16 - 05-02-2011, 08:38 PM



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