Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Path Node Question
amusei Offline
Junior Member

Posts: 23
Threads: 8
Joined: Aug 2012
Reputation: 2
#3
RE: Path Node Question

(11-03-2012, 01:29 PM)Chap Wrote: If you set his state to SHowEnemyPosition then from my experience he won't despawn until either the player is dead or you change map etc.

It's true that he will disappear from the patrolNode statement though but you can set up a loop so that he goes back and forth or you can set it up so that he waits on the last node for how ever long. Though I think I tried that and he will still disappear when he can so you might want to test that if you use it.

As for the chase, I seem to remember if they lose the player they try to walk back to their starting place and once they reach it they will despawn if they can. Though I have had problems with that kind of thing where he will despawn on random places if he loses the player, you need to be careful with the environment that he uses. In the past I've had to change some of my level designs in order to create a better environment for the AI to work in.

I hope that helps a little. In short, test everything you do with AI. Something might work in theory, but there are lots of variables that can change how the AI behaves. GL!
Thanks. I will experiment a little Smile
11-03-2012, 01:33 PM
Find


Messages In This Thread
Path Node Question - by amusei - 11-03-2012, 12:49 PM
RE: Path Node Question - by Chap - 11-03-2012, 01:29 PM
RE: Path Node Question - by amusei - 11-03-2012, 01:33 PM



Users browsing this thread: 1 Guest(s)