ObsidianLegion 
 
 
		
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Pathnode Scripts 
			 
			
				Since a certain person asked for monster PathNodes in my second level, I'm asking you guys for any end functions that I could use? 
 
E.G 
 
AddEnemyPatrolNode("MonsterName", "Node_1", TimeAtNode, "       "); 
  
What goes on the last string? 
 
Can you guys give me script examples? I know roughly what you put there. It's to do with what the monster does when it reaches that certain node.
			 
			
			
 
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12 
			
				
(This post was last modified: 07-28-2011, 08:42 PM by ObsidianLegion.)
 
				
			 
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	| 07-28-2011, 08:40 PM  | 
	
		
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		MrCookieh 
 
 
		
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RE: Pathnode Scripts 
			 
			
				the last string is for his animation, which plays, when he reaches the pathnode. 
For example: "Attack", "Idle", "Idle2" 
I'm not 100% sure how they're called, but you can look into the model editor, there are 
all listed.   
			 
			
			
 
			
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	| 07-28-2011, 09:13 PM  | 
	
		
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		Dizturbed 
 
 
		
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RE: Pathnode Scripts 
			 
			
				Example: 
 
AddEnemyPatrolNode("Malo", "PathNodeArea_1", 0, ""); 
You do not need to add that string.. 
Hope it helped. 
 
-Dizturbed
			 
			
			
 
			
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	| 07-28-2011, 10:53 PM  | 
	
		
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		ObsidianLegion 
 
 
		
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RE: Pathnode Scripts 
			 
			
				 (07-28-2011, 10:53 PM)Dizturbed Wrote:  Example: 
 
AddEnemyPatrolNode("Malo", "PathNodeArea_1", 0, ""); 
You do not need to add that string.. 
Hope it helped. 
 
-Dizturbed 
No, what I'm looking for are things to put on that string.
 
Thanks for your reply anyway  
 (07-28-2011, 09:13 PM)MrCookieh Wrote:  the last string is for his animation, which plays, when he reaches the pathnode. 
For example: "Attack", "Idle", "Idle2" 
I'm not 100% sure how they're called, but you can look into the model editor, there are 
all listed.   
How would you make him break through a door? Or is that automatic?
			  
			
			
 
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12 
			
				
(This post was last modified: 07-28-2011, 11:09 PM by ObsidianLegion.)
 
				
			 
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	| 07-28-2011, 11:07 PM  | 
	
		
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		MrCookieh 
 
 
		
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RE: Pathnode Scripts 
			 
			
				if you place a pathnode at each side of the door, he does it automatically, yes   
			 
			
			
 
			
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	| 07-28-2011, 11:13 PM  | 
	
		
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		ObsidianLegion 
 
 
		
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RE: Pathnode Scripts 
			 
			
				 (07-28-2011, 11:13 PM)MrCookieh Wrote:  if you place a pathnode at each side of the door, he does it automatically, yes   
Like:
 
 . | .
 
I know that kinda looks wrong. xD
			  
			
			
 
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12 
			
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	| 07-28-2011, 11:15 PM  | 
	
		
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		MrCookieh 
 
 
		
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RE: Pathnode Scripts 
			 
			
				yes   
and then you just have to add the pathnodes via script:
 AddEnemyPatrolNode("grunt", "Node1", 0, ""); 
AddEnemyPatrolNode("grunt", "Node2", 0, "");
 then he will go to Node1, and after he reached it, he wants to continue to Node2, but there is a door 
between them, so he smashes it   
			 
			
			
 
			
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	| 07-29-2011, 10:18 AM  | 
	
		
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