RE: Monster walking paths - Kyle - 04-23-2011
(04-23-2011, 02:53 AM)Shoop Wrote: What did I do wrong?
Code: void OnStart()
{
AddUseItemCallback("", "key1", "castle_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "key2", "metal_1", "UsedKeyOnDoor2", true);
AddUseItemCallback("", "key3", "castle_3", "UsedKeyOnDoor3", true);
AddUseItemCallback("", "key4", "castle_6", "UsedKeyOnDoor4", true);
AddEntityCollideCallback("Player" , "ScriptArea_1" , "MonsterFunc1" , true , 1);
AddEntityCollideCallback("Player" , "ScriptArea_3" , "MonsterFunc2" , true , 1);
AddEntityCollideCallback("Player", "ScriptArea_2", "ChangeMap", true, 1);
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_86", "1", "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_99", "10", "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_52", "5", "");
AddEntityCollideCallback("servant_grunt_2" , "MonsterDie" , "MonsterDie1" , true , 1);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_66", "1", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_63", "8", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_82", "5", "");
AddEntityCollideCallback("servant_grunt_1" , "MonsterDie2" , "MonsterDie2" , true , 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_1", false, true);
PlaySoundAtEntity("", "unlock_door", "castle_1", 0, false);
RemoveItem("key1");
}
void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("metal_1", false, true);
PlaySoundAtEntity("", "unlock_door", "metal_1", 0, false);
RemoveItem("key2");
}
void UsedKeyOnDoor3(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_3", false, true);
PlaySoundAtEntity("", "unlock_door", "castle_3", 0, false);
RemoveItem("key3");
}
void UsedKeyOnDoor4(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_6", false, true);
PlaySoundAtEntity("", "unlock_door", "castle_6", 0, false);
RemoveItem("key4");
}
void MonsterFunc1(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("servant_grunt_1" , true);
}
void MonsterDie1(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("servant_grunt_2" , false);
}
void MonsterDie2(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("servant_grunt_1" , false);
}
void MonsterFunc2(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("servant_grunt_2" , true);
}
void ChangeMap(string &in asParent, string &in asChild, int alState)
{
ChangeMap("Level2.map", "PlayerStartArea_1", "break_stairs", "water_lurker_eat");
}
void OpenDoor(string &in asParent, string &in asChild, int alState)
{
AddEntityCollideCallback("Player", "ScriptArea_4", "metal_1", true, 1);
}
If you did do something wrong, what does the error report say?
(04-23-2011, 03:25 AM)palistov Wrote: Do patrol nodes create a loop? Or will I have to re-add them if I want a monster to say, walk in a circle around a large room indefinitely?
If you create a loop then the monster will repeat the same thing over and over again, but I don't know how to create a loop. So no, you can't make a monster walk around forever in circles without a loop.
RE: Monster walking paths - laser50 - 04-23-2011
(04-23-2011, 03:25 AM)palistov Wrote: Do patrol nodes create a loop? Or will I have to re-add them if I want a monster to say, walk in a circle around a large room indefinitely?
Same Question here.
RE: Monster walking paths - MrBigzy - 04-23-2011
They only follow whatever nodes you tell them to go to, so if you want them to walk around a room for a definite amount of time you could do something like:
switch(GruntNodes){
case 1:
AddEnemyPatrolNode(...
break;
case 2:
AddEnemyPatrolNode(...
break;
...
And go from there. I would say to do this over a while or if loop because those loops would add all of the nodes at once and make the last node overwrite the previous ones.
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