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Making a monster to run
Robby Offline
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Posts: 2,549
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Joined: Jun 2009
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#4
RE: Making a monster to run

(10-16-2012, 05:28 PM)beecake Wrote: Can i ask a question in your thread? Since your've gotten the answer...

How do i make the monster run, without him seeing me?
Can i choose it in the: AddEnemyPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation); ?


Will setting the animation to run, make him move faster?
No, that won't work. By using pathnodes, he'll patrol along them, in a walking state.

You can modify the variables of the entity (the walk speed and set it to the run speed's number), save the modified entity, then when you create the grunt (or brute), then just select the modified ent file that you created.

This is what I did long ago, and it worked for me.

Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active.
10-16-2012, 05:44 PM
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Messages In This Thread
Making a monster to run - by Storfigge - 10-16-2012, 03:26 PM
RE: Making a monster to run - by Lizard - 10-16-2012, 04:21 PM
RE: Making a monster to run - by Robby - 10-16-2012, 05:44 PM



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