Waterlurker (Kaernk) pathnode - 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: Waterlurker (Kaernk) pathnode (/thread-15321.html) |
Waterlurker (Kaernk) pathnode - FlawlessHappiness - 05-07-2012 Yea so i know there have been more threads with these question, but i never really got an answer... I know how to give a monster pathnodes and so on. I know they can't cut corners so i will have to give the waterlurker a pathnode, so it doesnt just get stuck between boxes... But i guess when it finishes its pathnodes it will disappear. Read about the looping of pathnodes, but all i got was: SetEntityActive("servant_grunt_1",true); for (int i = 1; i <11; i++) { int x = i; if (i == 1) { x = 2; } if (i == 10) { x = 4; } if (i != 1 || i != 10) { x = 0; } This makes no sence to me. Could somebody please explain to me what the values means? So i can put my own informations in the script? RE: Waterlurker (Kaernk) pathnode - Your Computer - 05-07-2012 If the monster does not deactive or if the player is looking at the monster, then the monster will loop on the patrol nodes given to it. Waterlurkers are a different type of monster, and they follow sound, not path nodes. RE: Waterlurker (Kaernk) pathnode - FlawlessHappiness - 05-07-2012 So how do I make the lurker no get stuck in a corner made of a box and a wall? I've seen the water monster go through a doorway and not directly knocking itself into the wall.. What can i do? |