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Path nodes ain't showing up! - 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 (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Path nodes ain't showing up! (/thread-8352.html) Pages:
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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); Code: SetEntityActive("mazeGrunt_preplaced",true); Code: SetEntityActive(x,false); 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. ![]() |