Enemy animation doesn't play - 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: Enemy animation doesn't play (/thread-16417.html) |
Enemy animation doesn't play - Damascus - 06-23-2012 void AddEnemyPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation); Adds a patrol node to the enemy's path. asName - internal name of the enemy asNodeName - path node afWaitTime - time in seconds that the enemy waits at the path node before continuing asAnimation - the animation the enemy uses when reaching the path node If I'm looking at this correctly, there's no reason my script shouldn't work: AddEnemyPatrolNode("remnant_1", "PathNodeArea_1", 0.001f, "attack_short1.anm"); //it's a suitor, by the way Yet, when the enemy reaches the patrol node, it does nothing. Does this function not work? RE: Enemy animation doesn't play - Rownbear - 06-23-2012 As I understand they only go as far as you use the AddEnemyPatrolNode, so when it reaches the last node it stops there so say it moves from node 1 to 20. then you could place a script box to cover the patrol node nr.20 and use a new AddEntityCollide for the monster to walk from node 20 to 1, now he's patroling that area, if you add yet another script to cover patrolnode 1 to 20 again. I think I recall testing that this worked some time ago. EDIT: Ah it's late, didnt read you post properly, sorry RE: Enemy animation doesn't play - Your Computer - 06-23-2012 As far as i know, even if it did work (though, i'm not sure if it is supposed to work), it would most likely get overridden by the dynamic conditions of the monster. |