onv
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Enemy waiting at each PathNodes
Hello.
I've recently discovered that you can modify the Path of the Enemy , by adding PathNodes point , and script a bit.
But my probleme is :
The Enemy wait like 2 seconds each Path.
I checked my PatrolNodes line (in script file) , and it looks like this :
AddEnemyPatrolNode("monstre_1", "PathNodeArea_1", 0.0f, "");
AddEnemyPatrolNode("monstre_1", "PathNodeArea_2", 0.0f, "");
AddEnemyPatrolNode("monstre_1", "PathNodeArea_3", 0.0f, "");
AddEnemyPatrolNode("monstre_1", "PathNodeArea_4", 0.0f, "");
AddEnemyPatrolNode("monstre_1", "PathNodeArea_5", 0.0f, "");
AddEnemyPatrolNode("monstre_1", "PathNodeArea_6", 0.0f, "");
AddEnemyPatrolNode("monstre_1", "PathNodeArea_7", 0.0f, "");
AddEnemyPatrolNode("monstre_1", "PathNodeArea_8", 0.0f, "");
I puted "0.0f" , because i don't want the enemy to wait at each path , but he still do.
Any help ?
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02-08-2012, 09:37 PM |
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Strembitsky
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RE: Enemy waiting at each PathNodes
AddEnemyPatrolNode("monstre_1", "PathNodeArea_1", 0, "");
Should work. Don't put 0.0f, just 0.
(This post was last modified: 02-09-2012, 02:42 AM by Strembitsky.)
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02-09-2012, 02:41 AM |
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Your Computer
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RE: Enemy waiting at each PathNodes
Don't put 0, put 0.001.
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02-09-2012, 02:45 AM |
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Obliviator27
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RE: Enemy waiting at each PathNodes
(02-09-2012, 02:41 AM)Strembitsky Wrote: Should work. Don't put 0.0f, just 0. The engine reads those as exactly the same. The f is only used to tell the programmer that it's a float value, though the scripter should know based upon the general function.
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02-09-2012, 05:36 AM |
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RE: Enemy waiting at each PathNodes
(02-09-2012, 05:36 AM)Obliviator27 Wrote: The engine reads those as exactly the same. The f is only used to tell the programmer that it's a float value, though the scripter should know based upon the general function.
The engine doesn't read them the same. Floats are not integers, and floats are not doubles. If you use decimal values but do not provide an f at the end of the number, the game will assume it is a double. If you use whole numbers, the game will assume it is an integer. Providing an f at the end of a decimal number implies less work for the engine since it doesn't have to implicitly convert the number to the proper type.
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02-09-2012, 06:08 AM |
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Obliviator27
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RE: Enemy waiting at each PathNodes
I stand corrected. *bows and exits*
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02-09-2012, 09:01 AM |
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palistov
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RE: Enemy waiting at each PathNodes
Don't assign it to each path node. Assign it a single point to go to. It will use all intermediate path nodes as waypoints, and won't pause at them. The monster will follow the shortest route to the destination. Keep that in mind when assigning it a destination node.
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02-09-2012, 12:39 PM |
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onv
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RE: Enemy waiting at each PathNodes
I tested remplacing 0.0f by 0 , but the enemy still wait each path.
The name's of my pathnodes are :
PathNodeArea_1
PathNodeArea_2
PathNodeArea_3
PathNodeArea_4
PathNodeArea_5
PathNodeArea_6
PathNodeArea_7
Will this work , if i only put AddEnemyPatrolNode("monstre_1", "PathNodeArea", 0.0f, ""); or AddEnemyPatrolNode("monstre_1", "PathNodeArea_", 0.0f, ""); or AddEnemyPatrolNode("monstre_1", "PathNodeArea_1", 0.0f, ""); ?
Thanks
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02-09-2012, 03:26 PM |
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onv
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RE: Enemy waiting at each PathNodes
anyone ? :-(
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02-11-2012, 09:19 AM |
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palistov
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RE: Enemy waiting at each PathNodes
(02-09-2012, 12:39 PM)palistov Wrote: Don't assign it to each path node. Assign it a single point to go to. It will use all intermediate path nodes as waypoints, and won't pause at them. The monster will follow the shortest route to the destination. Keep that in mind when assigning it a destination node.
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02-11-2012, 09:31 AM |
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