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Grunt Despawn Problem
Statyk Offline
Schrödinger's Mod

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#21
RE: Grunt Despawn Problem

(01-10-2012, 09:53 PM)Shadowfied Wrote: By the way, would you be interested in being a tester for my custom story?
If I can find time between some of the things I have handled, sure.
01-10-2012, 09:55 PM
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Shadowfied Offline
Senior Member

Posts: 261
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#22
RE: Grunt Despawn Problem

(01-10-2012, 09:55 PM)Statyk Wrote:
(01-10-2012, 09:53 PM)Shadowfied Wrote: By the way, would you be interested in being a tester for my custom story?
If I can find time between some of the things I have handled, sure.
Would be awesome. Click "Castle Darkuan" and read the testing part please. ^^


Current - Castle Darkuan
Other - F*cked Map
01-10-2012, 10:01 PM
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Your Computer Offline
SCAN ME!

Posts: 3,456
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#23
RE: Grunt Despawn Problem

FYI, monsters deactivate when the player is out of its activation distance and the player cannot see the monster. If the player can see the monster though the player is out of the activation distance, the monster will continue patrolling.

Tutorials: From Noob to Pro
01-11-2012, 02:58 AM
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Statyk Offline
Schrödinger's Mod

Posts: 4,390
Threads: 72
Joined: Sep 2011
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#24
RE: Grunt Despawn Problem

(01-11-2012, 02:58 AM)Your Computer Wrote: FYI, monsters deactivate when the player is out of its activation distance and the player cannot see the monster. If the player can see the monster though the player is out of the activation distance, the monster will continue patrolling.
^^^
=P Told ya so!
01-11-2012, 03:02 AM
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Tripication Offline
Member

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#25
RE: Grunt Despawn Problem

Enemies will disappear when they run out of path nodes, and a player is not looking at it

[Image: speedart__2___yoshimitsu_by_kamofudge-d4yo6kk.png]
01-11-2012, 11:54 AM
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