Aerisetta
Active member
I want to create a book ITEM.
When enemy dies, they drop the book
If the player GETs the item, I want it to spawn a STORY
Different enemy drops a different books (coded into level spawn)
Currently, I am using a didhitscript to spawn it
BOOK1 > didhitscript BOOK1.c > spawn story1
BOOK2 > didhitscript BOOK2.c > spawn story2
It works
However, I want to make many many books that spawn different things. So each book being a separate entity with a separate didhitscript seems really unscalable.
I was hoping I could declare a ANI_FOLLOW1 in the level script so that I can always spawn the same book entity, but the story that spawns is determined by which follow I declared.
Could that work? Any example or idea how this could work?
When enemy dies, they drop the book
If the player GETs the item, I want it to spawn a STORY
Different enemy drops a different books (coded into level spawn)
Currently, I am using a didhitscript to spawn it
BOOK1 > didhitscript BOOK1.c > spawn story1
BOOK2 > didhitscript BOOK2.c > spawn story2
It works
However, I want to make many many books that spawn different things. So each book being a separate entity with a separate didhitscript seems really unscalable.
I was hoping I could declare a ANI_FOLLOW1 in the level script so that I can always spawn the same book entity, but the story that spawns is determined by which follow I declared.
Could that work? Any example or idea how this could work?