Path 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: Path nodes (/thread-7882.html) |
Path nodes - potu1304 - 05-08-2011 Hello all! I would like to know how I can find out the x,y and z cordinates and the distance to other pathnotes? Because the grunt should go a determined path and then it should dissapear. Can anyone help? And sorry for spelling and other mistakes. RE: Path notes - Roenlond - 05-08-2011 Can't you just add pathnodes via the level editor and then create path nodes as usual via scripting? You never need to know coordinates. RE: Path notes - potu1304 - 05-08-2011 But when I read the path notes in other custom stories there is always a distance to other path notes RE: Path notes - Roenlond - 05-08-2011 That file is created automatically if you use the AddPathNode() command. RE: Path notes - potu1304 - 05-08-2011 Ah ok can you maybe send me an example how a AddPathNode() can look like? RE: Path notes - Roenlond - 05-08-2011 Sorry, didn't recall the exact function for the paths. Here: void OnStart() { AddEntityCollideCallback("Player", "ScriptArea_1", "ActivateMonster", true, 1); } void ActivateMonster(string &in asParent, string &in asChild, int alState) { SetEntityActive("Monster", true); AddEnemyPatrolNode("Monster", "Path_1", 2.0f, ""); //Monster walks to pathnode Path_1 and waits for 2 seconds before moving to Path_2 AddEnemyPatrolNode("Monster", "Path_2", 1.0f, ""); } RE: Path notes - Kyle - 05-08-2011 You can also try this: Code: void OnStart() Also by the way, the thread's title should read: "Path Nodes" :p |