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Waterlurker (Kaernk) pathnode
FlawlessHappiness Offline
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#1
Waterlurker (Kaernk) pathnode

Yea so i know there have been more threads with these question, but i never really got an answer...

I know how to give a monster pathnodes and so on. I know they can't cut corners so i will have to give the waterlurker a pathnode, so it doesnt just get stuck between boxes... But i guess when it finishes its pathnodes it will disappear.

Read about the looping of pathnodes, but all i got was:

SetEntityActive("servant_grunt_1",true);
for (int i = 1; i <11; i++)
{
int x = i;
if (i == 1)
{
x = 2;
}
if (i == 10)
{
x = 4;
}
if (i != 1 || i != 10)
{
x = 0;
}

This makes no sence to me. Could somebody please explain to me what the values means? So i can put my own informations in the script? Smile

Trying is the first step to success.
(This post was last modified: 05-07-2012, 02:33 PM by FlawlessHappiness.)
05-07-2012, 02:26 PM
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SCAN ME!

Posts: 3,456
Threads: 32
Joined: Jul 2011
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#2
RE: Waterlurker (Kaernk) pathnode

If the monster does not deactive or if the player is looking at the monster, then the monster will loop on the patrol nodes given to it. Waterlurkers are a different type of monster, and they follow sound, not path nodes.

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05-07-2012, 02:48 PM
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FlawlessHappiness Offline
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Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation: 171
#3
RE: Waterlurker (Kaernk) pathnode

So how do I make the lurker no get stuck in a corner made of a box and a wall? I've seen the water monster go through a doorway and not directly knocking itself into the wall.. What can i do?

Trying is the first step to success.
(This post was last modified: 05-08-2012, 01:07 PM by FlawlessHappiness.)
05-07-2012, 03:23 PM
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