Timed monster spawning Created 19 years ago2004-07-29 13:00:37 UTC by Coolfat3459 Coolfat3459

Created 19 years ago2004-07-29 13:00:37 UTC by Coolfat3459 Coolfat3459

Posted 19 years ago2004-07-29 13:00:37 UTC Post #46381
Ok, tell me if this would work. I have a grunt where if he hears you a monster_maker is triggered. The monster_maker spawns grunts and grunts and grunts.... Is it possible to also trigger a trigger_auto and have the trigger of the AUTO set to the monster_maker but have a delay of a few seconds so that a few seconds after the monster_maker is tiggered, it is detriggered and the pawning stops. I to somehow make this work so I can use it in my stealth mod.
Posted 19 years ago2004-07-29 13:55:17 UTC Post #46391
Firstly, trigger_autos are activated when the map starts. Use a trigger_relay.
Also I'm not sure whether the 'hear player' trigger condition works correctly.
If you cannot toggle a monstermaker, I think you can though, you can also just kill it.
Posted 19 years ago2004-07-29 14:34:54 UTC Post #46415
You can toggle them. Have a trigger_relay, delay of x seconds, retriggering the m_m. Consider looking at my example map ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-07-29 14:36:22 UTC Post #46418
One problem, when the monsters are spawned, they dont attack untill you move around... a lot.
Posted 19 years ago2004-07-30 05:20:33 UTC Post #46590
Info_nodes....
Lot's of info_nodes.
But basically, if the player isn't spotted, then the grunts won't attack. This is a bit of a bug, but if you change the angle (compass setting to align in top view 2D) of the monstermaker so that it faces the player then they should see him and attack.
Info_nodes will help them track the player down.
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