void OnStart()
{
SetEntityPlayerInteractCallback("Monster_Key_1", "Spawn_Monster", true);
}
void Spawn_Monster(string &in entity)
{
SetEntityActive("servant_brute_1", true);
void AddEnemyPatrolNode("servant_grunt_1", "Node_1", 0,"");
void AddEnemyPatrolNode("servant_grunt_1", "Node_2", 0,"");
void AddEnemyPatrolNode("servant_grunt_1", "Node_3", 0,"");
void AddEnemyPatrolNode("servant_grunt_1", "Node_4", 0,"");
void AddEnemyPatrolNode("servant_grunt_1", "Node_5", 0,"");
void AddEnemyPatrolNode("servant_grunt_1", "Node_6", 0,"");
void AddEnemyPatrolNode("servant_grunt_1", "Node_5", 0,"");
void AddEnemyPatrolNode("servant_grunt_1", "Node_4", 0,"");
void AddEnemyPatrolNode("servant_grunt_1", "Node_3", 0,"");
void AddEnemyPatrolNode("servant_grunt_1", "Node_2", 0,"");
}
void MosterEnd(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", false);
}
Angelscript was interpreting the "float 0" as an attempted cast, which, incidentally, would be written "float(0)". This is not necessary, as the game can implicitly cast from integers to floats correctly.
Edit:
The "asEntity" correction is unnecessary, you can call your identifiers anything as long as the function signature is correct - you could call it "giantMarshmellow" without a problem, if you really wanted
.