monsters. - 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: monsters. (/thread-27581.html) |
monsters. - G510s - 12-09-2014 i havent used any code or script yet but how do i get a monster to free roam. in my past levels i used nodes but that didnt seem to do anything. RE: monsters. - Mudbill - 12-09-2014 Free roam? Path nodes should work. RE: monsters. - G510s - 12-09-2014 (12-09-2014, 11:49 PM)Mudbill Wrote: Free roam? Path nodes should work. could you explain in depth how i should you them? RE: monsters. - Mudbill - 12-10-2014 Scatter some nodes around the room with a small distance in between them. If they are all over the place, the monster will find the most convenient way to follow it. In the script you can add the AddEnemyPatrolNode line to give the monster a destination. You can run this script several times in a row to give a longer path to the monster. Add one for every corner, just so he doesn't get stuck there. If you add a few nodes to the script, he will walk until he has reached the final one. If the player is close, he will restart the path, otherwise he will despawn. RE: monsters. - FlawlessHappiness - 12-10-2014 Yes. There is no such thing called "Free roam". It is always decided what pathnode the monster will go to. |