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Monster Spawning and Pathing Question
Phoroneus Offline
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Posts: 141
Threads: 12
Joined: Feb 2011
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#2
RE: Monster Spawning and Pathing Question

All pathnodes will be recognized by all monsters (except Infected enemies converted from Penumbra, who don't follow pathnodes last I checked). You only need to activate the ends of the path, as long as you have a bunch of nodes between the monster and his destination (usually a triangular, square, or hexagonal grid does the trick, and lets him navigate around any obstacles you drop in his way). I'd set the monster's properties in the level editor (inactive, hallucination, etc) and skip the lines of code, then give it a try.

Add a debug message to SpawnMonster:
AddDebugMessage(<message>, false);
(the "false" will let it continue to be triggered in case something is accidentally setting it off - setting "true" will only allow one instance of the message to appear on the screen at a time) and see when or if it goes off. If it's triggered before you even touch the keys, look for any other references to it in your code.

Without seeing the rest of the .hps, I'm not sure whether anything else is set to trigger it. Redundant "inactive" states have occasionally canceled each other out in my experience, though, so do that first (remove the "set inactive" line from your .hps and just set the entity inactive in the level editor).

If you're going to ShowEnemyPlayerPosition, you may need to wait until the monster has been spawned for a moment before activating it. I'm not positive on that one (I haven't had any difficulties with it yet).

[Image: at_9365860.png]

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08-14-2011, 05:46 AM
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Messages In This Thread
Monster Spawning and Pathing Question - by rybray - 08-13-2011, 03:29 AM
RE: Monster Spawning and Pathing Question - by Phoroneus - 08-14-2011, 05:46 AM



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