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Enemy waiting at each PathNodes - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Enemy waiting at each PathNodes (/thread-13175.html) Pages:
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RE: Enemy waiting at each PathNodes - onv - 02-11-2012 I don't understand what you mean , do you want me to assign it to one path (like PathNodeArea_1 , or PathNodeArea ?) I just want the monster to go though each point without stopping , if i assign it to one path he just goes there and stops . He doesn't go though all the points around . Sorry for my stupidity. RE: Enemy waiting at each PathNodes - palistov - 02-11-2012 Describe the path you want him to walk. Is it square path? Straight line? There are ways you can keep a grunt moving on a path without stopping if it's a complicated path. RE: Enemy waiting at each PathNodes - onv - 02-11-2012 I want the monster to go in straight line , and then re-go where he started walking , still in straight line. Maybe my script can explain better my problem : //////////////////////////// // Run when entering map void OnStart() { SetEntityActive("monstre_1", false); AddEntityCollideCallback("Player", "ScriptArea_1", "Armor", true, 1); AddEntityCollideCallback("monstre_1", "ScriptArea_3", "stoppath", true, 0); } void Armor(string &in asParent, string &in asChild, int alState) { SetEntityActove("monstre_1" true); SetEntityActive("corpse_male_1", true); AddPlayerBodyForce(-90000, 6000, 0, false); AddEnemyPatrolNode("monstre_1", roflpath_1, 0, ""); AddEnemyPatrolNode("monstre_1", roflpath_2, 0, ""); AddEnemyPatrolNode("monstre_1", roflpath_3, 0, ""); AddEnemyPatrolNode("monstre_1", roflpath_4, 0, ""); AddEnemyPatrolNode("monstre_1", roflpath_5, 0, ""); AddEnemyPatrolNode("monstre_1", roflpath_6, 0, ""); AddEnemyPatrolNode("monstre_1", roflpath_7, 0, ""); AddEnemyPatrolNode("monstre_1", roflpath_8, 0, ""); } void stoppath(string &in asParent, string &in asChild, int alState) { SetEnemyDisableTriggers("monstre_1", false); ClearEnemyPatrolNodes("monstre_1"); } If i only put AddEnemyPatrolNode("monstre_1", roflpath_1, 0, ""); he go to first path , and stop walking. If i put AddEnemyPatrolNode("monstre_1", roflpath, 0, ""); he dosen't move at all. What should i do ? RE: Enemy waiting at each PathNodes - onv - 02-11-2012 Huh , i just tryed to put "roflpath_" , but didn't worked at all , any help ? Sorry , i know i am getting annoying , but i really need help , i'd appreciate it ![]() RE: Enemy waiting at each PathNodes - palistov - 02-11-2012 Assign only the path node at the end of the path. Monsters pause at a path node they're assigned to, even if you tell them to wait for 0 seconds. So only assign it the destination node. RE: Enemy waiting at each PathNodes - Your Computer - 02-11-2012 You can avoid having the monster wait if you follow what i said in post #3. It's the same thing i did for Amensia's Creed. RE: Enemy waiting at each PathNodes - onv - 02-12-2012 Ok , thanks everybody , for your precious help ! i'm gonna see if assigning the last path node (roflpath_8) is gonna help me.And if it don't , i'll put 0.001 , like Your Computer said ![]() |