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Path nodes
Roenlond Offline
Senior Member

Posts: 331
Threads: 3
Joined: Apr 2011
Reputation: 0
#6
RE: Path notes

Sorry, didn't recall the exact function for the paths. Here:

void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "ActivateMonster", true, 1);
}

void ActivateMonster(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Monster", true);
AddEnemyPatrolNode("Monster", "Path_1", 2.0f, ""); //Monster walks to pathnode Path_1 and waits for 2 seconds before moving to Path_2
AddEnemyPatrolNode("Monster", "Path_2", 1.0f, "");
}
05-08-2011, 05:28 PM
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Messages In This Thread
Path nodes - by potu1304 - 05-08-2011, 04:07 PM
RE: Path notes - by Roenlond - 05-08-2011, 04:28 PM
RE: Path notes - by potu1304 - 05-08-2011, 04:41 PM
RE: Path notes - by Roenlond - 05-08-2011, 05:07 PM
RE: Path notes - by potu1304 - 05-08-2011, 05:17 PM
RE: Path notes - by Roenlond - 05-08-2011, 05:28 PM
RE: Path notes - by Kyle - 05-08-2011, 05:57 PM



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