RE: Help with grunt maze pathfinding?
Here. This was a script made by Kyle S.
void OnStart()
{
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("servant_grunt_1", "PNScriptArea", "MonsterFunction2", false, 1);
}
void MonsterFunction2()
{
for (int i = 1; i <6; i++)
{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_"+i, 0, "");
}
}
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1",true);
for (int i = 1; i <11; i++)
{
int x;
switch( i )
{
case 0:
x = 2;
break;
case 10:
x = 4;
break;
default
x = 0;
}
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_"+i, x, "");
}
}
Please note that the monster will NOT stop unless you deactivate it.
"Veni, vidi, vici."
"I came, I saw, I conquered."
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