tutorial on path nodes needed!! - 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: tutorial on path nodes needed!! (/thread-8333.html) |
tutorial on path nodes needed!! - willochill - 05-29-2011 can anyone give me a tutorial on path nodes, like just in general, how to create a path for a specific enemy and how to make them go from one node to another? i really dont understand, like ive tried and nothings working, i tried adding path nodes in my map and scripting them in the script but that didn't work. what do i do to create a monster path? (also btw plz dont give me a tutorial where i have to make a new map and everything, just tell me how to do it in any map.) RE: tutorial on path nodes needed!! - Kyle - 05-29-2011 Try searching pathnodes in the search bar. That's what you should do before making a thread or stuff that's been said again and again. :/ RE: tutorial on path nodes needed!! - willochill - 05-30-2011 i did and nothing useful came up. honestly i couldnt find anything. RE: tutorial on path nodes needed!! - triadtimes - 05-30-2011 You must have missed this then. http://www.frictionalgames.com/forum/thread-7764.html RE: tutorial on path nodes needed!! - willochill - 05-30-2011 well according to that tutorial i did everything rite, but my monster still just stands there not going on any path. i have the pathnodes set up in the map and everything, and i double checked to make sure all my node names in the script matched up with the ones in the map. i posted my script below, what am i doing wrong? void OnStart() { AddEntityCollideCallback("Player", "AreaActivateGrunt", "Func01", false, 1); AddEntityCollideCallback("servant_grunt_1", "AreaDisableGrunt", "Func02", false, 1); AddUseItemCallback("", "studykey", "mansion_3", "UnlockStudyHallway", true); PlayMusic("00_creak.ogg", true, 1.0f, 0, 0, true); } void Func01(string &in asParent, string &in asChild, int alState) { if (HasItem("lantern_1") == true) { SetEntityActive("servant_grunt_1", true); RemoveEntityCollideCallback("Player", "AreaActivateGrunt"); return; AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 4.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 2.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 2.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_16", 0.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_17", 2.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_18", 0.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_19", 0.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_20", 0.0f, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_21", 2.0f, ""); } } void Func02(string &in asParent, string &in asChild, int alState) { SetEntityActive("servant_grunt_1", false); } void UnlockStudyHallway(string &in asItem, string &in asEntity) { SetSwingDoorLocked("mansion_3", false, true); PlaySoundAtEntity("", "unlock_door", "mansion_3", 0, false); RemoveItem("studykey"); } RE: tutorial on path nodes needed!! - triadtimes - 05-30-2011 Get rid of the return; because that renders the rest of your pathnodes null. I just tried it out on one of my maps and it should solve the problem. RE: tutorial on path nodes needed!! - willochill - 05-30-2011 thx! it worked. RE: tutorial on path nodes needed!! - xtron - 05-30-2011 Here's a little nub question. Code: AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_21", -->2.0f<--, ""); The "2.0f" makes the grunt stay at the pathnode for 2sec? RE: tutorial on path nodes needed!! - GraphicsKid - 05-30-2011 (05-30-2011, 07:51 AM)xtron Wrote: Here's a little nub question. Yup. |