GrAVit
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RE: Help with grunt maze pathfinding?
(06-13-2013, 08:17 PM)zergling50 Wrote: (06-12-2013, 12:41 PM)Amn Wrote: Your first solution may work using the ResetProp function on the grunts.
I'm not sure if this works for enemies. Give a try.
But i wouldn't use ShowEnemyPlayerPosition on a maze.
I think it's better to just put a slow walking grunt and give him a set of pathnodes to follow.
Then, after a while, you repeat this with a timer.
I might just go with that. By the way, when you say repeat this with a timer what do you mean?
(06-12-2013, 07:59 AM)GrAVit Wrote: That script which was suggested has to do with monster patrolling.
If you want the grunt to effectively chase you down in a maze, this script really does nothing about it.
The way to stop the grunt from getting stuck in walls is to add pathnodes, you can add them using the area tool and selecting pathnodes from the dropdown menu.
Pathnodes help the grunt navigate the maze. They don't have to be scripted to work. Place them approximately the same distance away from each other. Also, they don't have to be too close to each other, but stairs should have a pathnode on every step of the stairs. If you want an idea of how to place them even better, check out one of the original Amnesia maps.
So if I just add pathnodes with no script the grunt will follow them?
Sorry if that sounds really stupid, lol, im just trying to make sure I get what your saying.
He will passively use them to navigate to you, so he doesn't get stuck.
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06-13-2013, 10:02 PM |
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