Follow nodes - 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: Follow nodes (/thread-7706.html) |
Follow nodes - X4anco - 04-30-2011 Hello N00B here How do you get monster to follow nodes? RE: Follow nodes - Kyle - 04-30-2011 I had a feeling you would ask this. Here I expained it to another person, I hope it helps you. http://www.frictionalgames.com/forum/thread-7573.html? RE: Follow nodes - TFEF - 04-30-2011 There is a script function you use. Code: AddEnemyPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation); 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 (usually left blank) EDIT: Ninja'd, link above should be pretty helpful if you need more clarification. RE: Follow nodes - X4anco - 04-30-2011 Thank you so much but this is my code and how do I get the Monster to follow node? Code: void OnStart() { AddEntityCollideCallback("Player", "ScriptArea_1", "Function01", true, 1); } void Function01(string &in asParent, string &in asChild, int alState) { SetEntityActive("Monster", true); } AddEnemyPatrolNode("Monster", "PathNodeArea_1", 5, ""); But all I want him to do is break a door RE: Follow nodes - Kyle - 04-30-2011 You put his path nodes through a closed door and he'll break down through it. Code should look like: void OnStart() { AddEntityCollideCallback("Player", "ScriptArea_1", "Function01", true, 1); } void Function01(string &in asParent, string &in asChild, int alState) { SetEntityActive("Monster", true); AddEnemyPatrolNode("Monster", "PathNodeArea_1", 5, ""); } |