Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
.nodes file
GraphicsKid Offline
Senior Member

Posts: 258
Threads: 34
Joined: Dec 2010
Reputation: 3
#5
RE: .nodes file

(06-13-2011, 03:50 PM)smapho123 Wrote: When you place Path Nodes in the level editor (under the areas tab), a Nodes file automatically appears. To get the monster to follow the Path Nodes, you have to add each individual path node individually in the script file (in the format AddEnemyPatrolNode("[name of monster]", "[name of patrol node]", ([# of seconds monster stays]), "[Animation it performs (could be blank, but if it isn't, it has to be a file in Entities->Enemy->[Monster's Name]->Animations)]

Not exactly true. All you have to do is add the destination path node, and the monster will automatically take the quickest route to get there. The whole point of path nodes is to give the monster a path to walk along if it doesn't have a straight line path to it's destination (ie if a wall is in the way).
06-13-2011, 04:33 PM
Find


Messages In This Thread
.nodes file - by palistov - 06-12-2011, 11:25 AM
RE: .nodes file - by Roenlond - 06-12-2011, 11:30 AM
RE: .nodes file - by palistov - 06-13-2011, 11:53 AM
RE: .nodes file - by smapho123 - 06-13-2011, 03:50 PM
RE: .nodes file - by GraphicsKid - 06-13-2011, 04:33 PM
RE: .nodes file - by palistov - 06-13-2011, 10:20 PM



Users browsing this thread: 3 Guest(s)