Patrolling issue - 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: Patrolling issue (/thread-15195.html) |
Patrolling issue - Manbearpig116 - 04-30-2012 I'm trying to make this brute walk around the map. He does walk about but for some reason, he pauses at each one before moving on to the next one. Here is the script in full //////////////////////////// // Run when entering map void OnEnter() { FadeOut(0); FadeIn(25); AddUseItemCallback("", "monsterdoorkey_1", "monsterdoor", "UsedKeyOnDoor", true); AddEntityCollideCallback("Player", "Cheapscare", "Boom", true, 0); AddEntityCollideCallback("Player", "PlayerCollide", "SpawnMonster", true, 0); } void UsedKeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("monsterdoor", false, true); PlaySoundAtEntity("", "unlock_door", "monsterdoor", 0, false); RemoveItem("monsterdoorkey_1"); } void Boom(string &in asParent, string &in asChild, int alstate) { SetEntityActive("armournice", true); PlayGuiSound("12_girl_scream.snt", 1); GiveSanityDamage(80 , true); } void SpawnMonster(string &in asParent, string &in asChild, int alState) { SetEntityActive("servant_brute_1", true); PlayGuiSound("amb_idle01.snt", 1); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_5", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_6", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_7", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_8", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_9", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_10", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_11", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_12", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_13", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_14", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_15", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_16", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_17", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_18", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_19", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_20", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_21", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_22", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_23", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_24", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_25", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_26", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_27", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_28", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_29", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_30", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_31", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_32", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_33", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_34", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_35", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_36", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_37", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_38", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_39", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_40", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_41", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_42", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_43", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_44", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_45", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_46", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_47", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_48", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_49", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_50", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_51", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_52", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_53", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_54", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_55", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_56", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_57", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_58", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_59", 0, ""); } //////////////////////////// // Run when leaving map void OnLeave() { } Can anyone resolve this issue? RE: Patrolling issue - Your Computer - 04-30-2012 Change 0 to 0.001. RE: Patrolling issue - narutohokager - 04-30-2012 Hello I already had this problem... This was not a problem of 0 time, But because you put too much pathnode. If during the map will have one corridor, avoid putting much pathnodes, put in a long corridor to 2-3 pathnodes. Try reducing the numbers of pathnodes, It's about what I did and my problem was resolved Infact, the monster every Pathnode, it stops for about 1 second, it's automatic RE: Patrolling issue - Manbearpig116 - 05-02-2012 (04-30-2012, 07:59 PM)narutohokager Wrote: HelloActually changing it to 0.001 worked for me |