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Scripting around a (disappearing) enemy
Damascus Offline
Senior Member

Posts: 646
Threads: 118
Joined: Mar 2012
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#4
RE: Scripting around a (disappearing) enemy

Is it neccessary to add the PathNodes one by one as it reaches each PathNode?

I currently have it follow six pathnodes in a circle, and then have a Script Area add them again when it reaches the beginning of the circle. I usually use for loops, but thought this would be a better way to keep it from disappearing. Is this acceptable, or do I have to add them one by one like you did in your video?

Also, I'm not sure if it matters, but when it disappeared on me, it hadn't even reached its first PathNode yet. It had just spawned and was headed toward its node when it spotted me and I ran. I sat and waited for it to arrive at its node, but it disappeared. Maybe this doesn't matter, as the grunt in your video seemed to disappear before it reached its destination too.

Also damn I wish my dev/debug mode worked. Making a custom story of this length is hard without it.

(This post was last modified: 10-23-2012, 07:31 AM by Damascus.)
10-23-2012, 07:26 AM
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RE: Scripting around a (disappearing) enemy - by Damascus - 10-23-2012, 07:26 AM



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