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Monster stop at path node
xtron Offline
Senior Member

Posts: 402
Threads: 37
Joined: May 2011
Reputation: 2
#4
RE: Monster stop at path node

How do i do so the monster disapears when the player reaches another script?


EDIT: NVM! I figgured it out.

EDIT2:
void OnStart()
{
AddEntityCollideCallback("Player", "script_make_monster_smoke1", "make_monster_smoke1", true, 1);
}

void make_monster_smoke1(string &in asParent, string &in asChild, int alState)
{
     FadeEnemyToSmoke("script_make_monster_smoke1", false);
}

Is this gonna work?

[Image: 44917299.jpg]Dubstep <3
(This post was last modified: 05-26-2011, 07:38 PM by xtron.)
05-26-2011, 07:33 PM
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Messages In This Thread
Monster stop at path node - by xtron - 05-26-2011, 06:58 PM
RE: Monster stop at path node - by Khyrpa - 05-26-2011, 07:01 PM
RE: Monster stop at path node - by Kyle - 05-26-2011, 07:08 PM
RE: Monster stop at path node - by xtron - 05-26-2011, 07:33 PM
RE: Monster stop at path node - by Khyrpa - 05-26-2011, 07:39 PM
RE: Monster stop at path node - by xtron - 05-26-2011, 07:43 PM
RE: Monster stop at path node - by Khyrpa - 05-26-2011, 07:48 PM



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