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- //From my Amnesia Rebirth Tutorial Series
- //Episode 17 Enemies Pt.7! Wildcards, Retreating and Threatening!
- //https://www.youtube.com/playlist?list=PL4KkjlmOwLwwMVqedCNpi6caUxhgyf8Qr
- //-----------------------------------------------------------
- //Set entities active or inactive (wildcard supported)
- Entity_SetActive("bedouin_basket_wicker_*", false);
- //entityName (String)- name of entity, you can specify multiple entities with the same name by using a wildcard (*)
- //setActive (bool)- should it be set active or not (true or false)
- //Set the brightness of a light (wildcard supported)
- Light_SetBrightness("light_*", 0.0f);
- //lightName (String)- name of light, you can specify multiple lights with the same name by using a wildcard (*)
- //brightness (float)- the brightness value that the light should be set to
- //Have a ghoul retreat to a specified area
- Ghoul_CommandRetreat_Execute("ghoul_hallway", false, false, Map_GetEntity("retreat_area_1").GetPosition(), "OnRetreatCompleted_GhoulHallway");
- //ghoulName (String)- name of ghoul as it appears in your level editor.
- //forceModeChange (bool)- should the ghoul immediately switch into the new state or should he do it at the next best opportunity.
- //autoRetreat (bool)- should the ghoul retreat automatically without specifying a spot.
- //vectorPosition (cVector3f)- the vector that specifies the position that the ghoul will retreat to (only required if autoRetreat is false).
- //completedCallback (String)- name of the function that should be called when this command finishes executing.
- //Syntax for Ghoul_CommandRetreat_Execute completed callback
- void OnRetreatCompleted_GhoulHallway(const tString &in asEntity){
- cLux_AddDebugMessage("Ghoul retreat successful");
- }
- //Aggro a ghoul and have them go after the player
- Ghoul_CommandThreatenPlayer_Execute("ghoul_hallway", 7, true, false, -1, -1, false, "OnThreatenCompleted_GhoulHallway");
- //ghoulName (String)- name of ghoul as it appears in your level editor.
- //aggroLevel (int)- level of aggresivenes from 0 - 7
- //threatenGesture (bool)- should the ghoul do its threthen gesture.
- //slowDown (bool)- should the ghoul slow down prior to reaching the player.
- //minSlowDownDistance (float)- the minimum distance at which the ghoul should start to slow down relative to the player (only required if slowDown is true, -1 otherwise).
- //maxSlowDownDistance (float)- the maximum distance at which the ghoul should start to slow down relative to the player (only required if slowDown is true, -1 otherwise).
- //forceModeChange (bool)- should the ghoul immediately switch into the new state or should he do it at the next best opportunity.
- //completedCallback (String)- name of the function that should be called when this command finishes executing.
- //Syntax for Ghoul_CommandThreatenPlayer_Execute completed callback
- void OnThreatenCompleted_GhoulHallway(const tString &in asEntity){
- cLux_AddDebugMessage("Ghoul threaten completed");
- }
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