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Path nodes ain't showing up! - Printable Version

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RE: Path nodes ain't showing up! - GraphicsKid - 06-02-2011

Oh the nodes are definitely added alright. When I replace
Code:
CreateEntityAtArea(x,"servant_grunt_noSound.ent","gruntSpawn",false);
with
Code:
SetEntityActive("mazeGrunt_preplaced",true);
it works just fine... leading me to conclude that you can't create functional enemies in this way. I've even tried doing
Code:
SetEntityActive(x,false);
SetEntityActive(x,true);
right after it's created, but that didn't do anything.

Hang on a sec, I've got another theory I want to test out: jens jens jens jens jens. Now let's sit back and see what happens.


RE: Path nodes ain't showing up! - palistov - 06-02-2011

This is just a shot in the dark, but try ResetProp("scary_mofo_grunt"); right after he fades to smoke. (where scary_mofo_grunt is obviously your grunt's internal name).


RE: Path nodes ain't showing up! - GraphicsKid - 06-03-2011

Reset prop didn't do it for me. Oh well.

Unless a better solution comes up, I'm just going to ghetto-rig this thing by having 256 grunts stacked up in one spot, and a new one getting activated each time. If it takes them 256 tries... I don't care, they can go on. Angel