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PathNodes [SOLVED]
Karai16 Offline
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Posts: 164
Threads: 24
Joined: Apr 2011
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#3
RE: PathNodes

(05-02-2011, 04:31 PM)Roenlond Wrote: 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".

Okay, it works, but now there's another problem. The monster doesn't despawn after following the path, how do I do that?

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05-02-2011, 04:48 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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