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Activating sanity and makign a level door operate.
Equil Offline
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Posts: 94
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Joined: Sep 2010
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#10
RE: Activating sanity and makign a level door operate.

Put several of them into your onstart if you want it to walk a specific path. For example, if you wanted it to walk through pathnodes 1 through to 4, you'd have:

void OnStart()

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, "");

The grunt will now walk through path nodes 1-4. I think there's another way to make them dissapear after they've walked their path, but I just tell them to walk to a node placed inside a collide area as their last path node which sets them inactive.

Answering your question though yes, I think they do just continue back and forth along their path then eventually vanish if they don't see the player, though I'm not sure of this.
10-05-2010, 10:26 AM
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RE: Activating sanity and makign a level door operate. - by Equil - 10-05-2010, 10:26 AM



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