(04-27-2012, 07:56 AM)TeamSD Wrote: (04-27-2012, 07:38 AM)Cocomunches Wrote: (04-26-2012, 08:03 AM)TeamSD Wrote: This is just a brief help. Basically you could set unscripted pathnodes to the room where you trigger the monster/player hides. When monster arrives to the room it starts to look for the player from the place you were during activating the trigger. After herpderbing a while, monster just stands there unless there is a pathnode nearby.
Place some pathnodes out of the room and to the end of all these pathnodes set up a area where the monster disappears. For example
SetEntityActive("Monster_Grunt", false);
Note that pathnodes can work without scripting. I recall using this method in one of my earliest custom stories.
Try it out. Hope it works.
So how do path nodes work WITHOUT scripting then? I'd like to halfass it before I take time scripting, haha.
I'll save some time and link you to this thread.
http://www.frictionalgames.com/forum/thread-8794.html
It might give you the right idea what im trying to tell you.
I am sorry, but it's not quite painting the picture of what I am suppose to do.