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- //From my Amnesia Rebirth Tutorial Series
- //Episode 16 Enemies Pt.6! Ghoul Callbacks!
- //https://www.youtube.com/playlist?list=PL4KkjlmOwLwwMVqedCNpi6caUxhgyf8Qr
- //-----------------------------------------------------------
- //When the specified ghoul is alerted, call a function to run
- Ghoul_SetCallback_Alerted("ghoul_hallway", "OnGhoulAlerted_GhoulHallway");
- //ghoulName (String)- name of ghoul as it appears in your level editor.
- //functionName (String)- name of the function to call.
- //Syntax for Ghoul_SetCallback_Alerted callback
- void OnGhoulAlerted_GhoulHallway(const tString &in asEntity){
- cLux_AddDebugMessage("Ghoul Alerted");
- }
- //When the specified ghoul enters a hunt state, call a function to run
- Ghoul_SetCallback_EnterHunt("ghoul_hallway", "OnEnterHunt_GhoulHallway", false);
- //ghoulName (String)- name of ghoul as it appears in your level editor.
- //functionName (String)- name of the function to call.
- //autoDisable (bool)- should this callback be disabled after the first run (false to run every single time).
- //Syntax for Ghoul_SetCallback_EnterHunt callback
- void OnEnterHunt_GhoulHallway(){
- cLux_AddDebugMessage("Ghoul is hunting");
- }
- //When the specified ghoul enters the idle state, call a function to run
- Ghoul_SetCallback_EnterIdle("ghoul_hallway", "OnEnterIdle_GhoulHallway", false);
- //ghoulName (String)- name of ghoul as it appears in your level editor.
- //functionName (String)- name of the function to call.
- //autoDisable (bool)- should this callback be disabled after the first run (false to run every single time).
- //Syntax for Ghoul_SetCallback_EnterIdle callback
- void OnEnterIdle_GhoulHallway(){
- cLux_AddDebugMessage("Ghoul is idle");
- }
- //When the specified ghoul finishes throwing the player, call a function to run
- Ghoul_SetCallback_ThrowAnimationOver("ghoul_hallway", "OnThrowFinished_GhoulHallway", false);
- //ghoulName (String)- name of ghoul as it appears in your level editor.
- //functionName (String)- name of the function to call.
- //autoDisable (bool)- should this callback be disabled after the first run (false to run every single time).
- //Syntax for Ghoul_SetCallback_ThrowAnimationOver callback
- void OnThrowFinished_GhoulHallway(){
- cLux_AddDebugMessage("Throw finished");
- }
- //When the specified ghoul emerges from a hole, call a function to run
- Ghoul_SetCallback_EmergeCompleted("ghoul_hallway", "OnEmergeCompleted_GhoulHallway", false);
- //ghoulName (String)- name of ghoul as it appears in your level editor.
- //functionName (String)- name of the function to call.
- //autoDisable (bool)- should this callback be disabled after the first run (false to run every single time).
- //Syntax for Ghoul_SetCallback_EmergeCompleted callback
- void OnEmergeCompleted_GhoulHallway(const tString &in asGhoul, const tString &in asHole){
- cLux_AddDebugMessage("Emerge completed");
- }
- //When the specified ghoul enters a hole, call a function to run
- Ghoul_SetCallback_EnterHideInHole("ghoul_hallway", "OnEnterHole_GhoulHallway", false);
- //ghoulName (String)- name of ghoul as it appears in your level editor.
- //functionName (String)- name of the function to call.
- //autoDisable (bool)- should this callback be disabled after the first run (false to run every single time).
- //Syntax for Ghoul_SetCallback_EnterHideInHole callback
- void OnEnterHole_GhoulHallway(const tString &in asGhoul, const tString &in asHoleName){
- cLux_AddDebugMessage("Hole entered");
- }
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