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Making grunt active and patrol on key pickup
DaAinGame Offline
Member

Posts: 90
Threads: 11
Joined: Mar 2012
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#5
RE: Making grunt active and patrol on key pickup

(03-12-2012, 01:55 AM)Your Computer Wrote: Strings aren't integers or floats.

Meaning it should be like this:

void OnStart()
{
SetEntityPlayerInteractCallback("key_study_1", "ActivateMonster", true);
}

void OnEnter()
{

}

void OnLeave()
{

}

void ActivateMonster(string &in item)
{
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "idle");
}

Or- You had AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "0", "idle");
Should be: AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "idle");


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(This post was last modified: 03-12-2012, 02:47 AM by DaAinGame.)
03-12-2012, 02:35 AM
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RE: Making grunt active and patrol on key pickup - by DaAinGame - 03-12-2012, 02:35 AM



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