The chaser
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RE: Brute Path Nodes
(04-28-2013, 02:38 PM)JohnandSerena Wrote: I'm not sure of the problem but my brute has path nodes set and in MapView it doesn't show that the nodes are linked. When I approach the scene in the game, the brute goes nuts and it almost looks like its lagging. The brute stays in place and will do multiple animations and sometimes start to float. Here's my script:
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "MonsterFunction", true, 1);
}
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 3, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_12", 0, "");
for (int i = 1; i < 13; i++)
{
AddEnemyPatrolNode("servant_brute_1","PathNodeArea_"+i, 0, "");
}
}
void OnLeave()
{
}
It's obvious that it drives nuts, you are assigning lots of path nodes at the same time: Just:
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "MonsterFunction", true, 1);
}
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
for (int i = 1; i < 13; i++)
{
AddEnemyPatrolNode("servant_brute_1","PathNodeArea_"+i, 0, "");
}
}
THE OTHERWORLD (WIP)
Aculy iz dolan.
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