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Amnesia level editor setting monsters
ferryadams11 Offline
Junior Member

Posts: 17
Threads: 1
Joined: Apr 2011
Reputation: 0
#3
RE: Amnesia level editor setting monsters

Not again this kind of hps -.- sorry but I just see this too much. I'll help.

void OnStart()
{
AddUseItemCallback("", "key", "door", "KeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
}

void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door", false, true);
PlaySoundAtEntity("", "unlock_door", "door", 0, false);
RemoveItem("key");
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("grunt", true);
AddEnemyPatrolNode("grunt", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("grunt", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("grunt", "PathNodeArea_3", 4, "");
}

////////////////////////////
//Run when entering map
void OnEnter()
{

}

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

}


Okay I'm done here Wink You're welcome.
For any further questions, add me on msn: ferry_hooligan@live.nl

Kind regards,
Ferry Adams
07-18-2011, 09:25 AM
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RE: Amnesia level editor setting monsters - by ferryadams11 - 07-18-2011, 09:25 AM



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