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Path Nodes.
Bonehead Offline
Member

Posts: 50
Threads: 12
Joined: Apr 2013
Reputation: 1
#1
Path Nodes.

Alright. I'm new to scripting and seeking some help. I have a basic system set up for when the player grabs a key, a grunt spawns in an outside hallway, then walks into the room. The player must hide in a provided cabinet in the room and stay hidden until he has left. My problem is, is that the grunt is pausing at EVERY patrol node. I'd like him to pause at 2 or two of them.. but not at ALL of them. Here's my script.


void ActivateMonster(string &in item)
{
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
}


Also if anyone can give me info on how to have him DESPAWN at his final patrolnode, that'd be great.
(This post was last modified: 05-19-2013, 04:37 PM by Bonehead.)
05-18-2013, 11:34 PM
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Messages In This Thread
Path Nodes. - by Bonehead - 05-18-2013, 11:34 PM
RE: Path Nodes. - by i3670 - 05-18-2013, 11:38 PM
RE: Path Nodes. - by Bonehead - 05-18-2013, 11:40 PM
RE: Path Nodes. - by palistov - 05-19-2013, 12:01 AM
RE: Path Nodes. - by Your Computer - 05-19-2013, 12:07 AM
RE: Path Nodes. - by Bonehead - 05-19-2013, 04:45 AM
RE: Path Nodes. - by Your Computer - 05-19-2013, 09:22 AM
RE: Path Nodes. - by Bonehead - 05-19-2013, 04:37 PM



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