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Oh man....
rojkish Offline
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#8
RE: Oh man....

(06-28-2011, 04:22 PM)AlexRobillard Wrote: Wow, I feel stupid now.
Another question, I want the monster to go on another path when I spawn him again later in the level and hit a couple of nodes, how would I get it to work?
Thanks again.

While doing this you're going to use two different functions, right?

Spoiler below!

void MonsterWalk1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Monster1" , true);
AddEnemyPatrolNode("Monster1", "PathNodeArea_35", 3, "");
}

&

void MonsterWalk3(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Monster1" , true);
AddEnemyPatrolNode("Monster1", "NEW_PATROL_NODE", 3, "");



My point being; it's two different functions. The first tells him to go to one place, and the other one tells him to go to another place - this means that when the second happens (assuming he've been deactivated in another script area), he won't follow the first path nodes.

However, if he does, you can always use;

ClearEnemyPatrolNodes("Monster1");
06-28-2011, 07:03 PM
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Messages In This Thread
Oh man.... - by AlexRobillard - 06-28-2011, 03:47 PM
RE: Oh man.... - by Russ Money - 06-28-2011, 03:55 PM
RE: Oh man.... - by AlexRobillard - 06-28-2011, 04:10 PM
RE: Oh man.... - by DamnNoHtml - 06-28-2011, 04:17 PM
RE: Oh man.... - by AlexRobillard - 06-28-2011, 04:22 PM
RE: Oh man.... - by rojkish - 06-28-2011, 07:03 PM
RE: Oh man.... - by Kyle - 06-28-2011, 05:21 PM
RE: Oh man.... - by AlexRobillard - 06-28-2011, 06:44 PM
RE: Oh man.... - by AlexRobillard - 06-28-2011, 09:00 PM



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