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PathNodes [SOLVED]
Roenlond Offline
Senior Member

Posts: 331
Threads: 3
Joined: Apr 2011
Reputation: 0
#2
RE: PathNodes

void zombieactive (string &in asParent , string &in asChild , int alState)
{
SetEntityActive("zombiee", true);
AddEnemyPatrolNode("zombiee", "zombiee2", 2, "");
AddEnemyPatrolNode("zombiee", "zombiee3", 0, "");
}

Once the function zombieactive is called, my monster called "zombiee" will be set to active and start walking to the pathnode "zombiee2", wait two seconds then move to the pathnode "zombiee3".
(This post was last modified: 05-02-2011, 04:31 PM by Roenlond.)
05-02-2011, 04:31 PM
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Messages In This Thread
PathNodes [SOLVED] - by Karai16 - 05-02-2011, 04:25 PM
RE: PathNodes - by Roenlond - 05-02-2011, 04:31 PM
RE: PathNodes - by Karai16 - 05-02-2011, 04:48 PM
RE: PathNodes - by Anxt - 05-02-2011, 04:50 PM
RE: PathNodes - by Roenlond - 05-02-2011, 05:14 PM
RE: PathNodes - by Karai16 - 05-02-2011, 06:22 PM
RE: PathNodes - by Roenlond - 05-02-2011, 06:53 PM
RE: PathNodes - by Linus Ågren - 05-02-2011, 06:30 PM
RE: PathNodes - by Karai16 - 05-02-2011, 08:38 PM



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