Despawns after following path - 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: Despawns after following path (/thread-8274.html) |
Despawns after following path - Karai16 - 05-27-2011 Hey guys, I'm testing my new map right now (it's a test map so don't worry about me publishing it) the thing is. I make a suitor follow a path. I never made a script area to dispawn it, so it should follow its path back and forth for all eternity. The thing is, it doesn't. after following its path, it despawns... what am I doing wrong? O.o RE: Despawns after following path - Mooserider - 05-27-2011 I had the same problem, I think all enemies despawn after reaching their last node. I made an area around my last node that led him back to his first node and it works pretty well but I had to have every single pathnode in his first patrol in the new function. Hope this helps RE: Despawns after following path - Greven - 05-27-2011 Say you have like 3 path nodes. Pathnode1 2 and 3 the only thing you gotta do is add the pathnodes. Code: void Function() void AddEnemyPatrolNode("Monster", "Pathnode1", float afWaitTime, string& asAnimation); So it will look like this: Code: void Function() |