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Level Editor Help Do Kaernks (Water monsters) need pathnodes?
GrAVit Offline
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#1
Do Kaernks (Water monsters) need pathnodes?

Hey,

I'm trying to figure out how to work with pathnodes/waypoints. In my map I have a basement flooded with water (how original) and I have a water monster set there. Do I need waypoints to make the water monster successfully follow me through a maze of prison bars? Also, do I need to script it in if I have to use pathnodes for it? There's been numerous times when the water lurker has gotten stuck behind the bars, trying to get me through them with no success.

Sorry for the nooby question, I'm trying to become a successful environmental artist.

05-29-2012, 07:32 PM
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Mine Turtle Offline
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#2
RE: Do Kaernks (Water monsters) need pathnodes?

indeed they do, good sir!

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05-29-2012, 07:50 PM
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Your Computer Offline
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#3
RE: Do Kaernks (Water monsters) need pathnodes?

Water lurkers rely on sound.

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05-29-2012, 07:55 PM
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i3670 Offline
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#4
RE: Do Kaernks (Water monsters) need pathnodes?

(05-29-2012, 07:55 PM)Your Computer Wrote: Water lurkers rely on sound.
Don't they just react on the sound that occurs near a pathnode?

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05-29-2012, 08:50 PM
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GrAVit Offline
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#5
RE: Do Kaernks (Water monsters) need pathnodes?

But can they navigate a maze without pathnodes?

05-29-2012, 08:52 PM
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#6
RE: Do Kaernks (Water monsters) need pathnodes?

(05-29-2012, 08:50 PM)i3670 Wrote: Don't they just react on the sound that occurs near a pathnode?

A pathnode is not required, in that the water lurker would still attempt to head towards the sound; but at the time the sound is heard, the game searches for the nearest pathnode and will use that if any as guidance.

(05-29-2012, 08:52 PM)GrAVit Wrote: But can they navigate a maze without pathnodes?

Depends how far behind it is from the player or whatever made the sound. Placing random path nodes can help the monster along.

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(This post was last modified: 05-29-2012, 09:29 PM by Your Computer.)
05-29-2012, 09:28 PM
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SilentStriker Offline
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#7
RE: Do Kaernks (Water monsters) need pathnodes?

(05-29-2012, 09:28 PM)Your Computer Wrote:
(05-29-2012, 08:50 PM)i3670 Wrote: Don't they just react on the sound that occurs near a pathnode?

A pathnode is not required, in that the water lurker would still attempt to head towards the sound; but at the time the sound is heard, the game searches for the nearest pathnode and will use that if any as guidance.
So waterlurkers don't need pathnodes to move put the pathnodes (they don't need any scripting) help it from bumping in to walls and stuff (if i'm correct?)

05-29-2012, 10:00 PM
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GrAVit Offline
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#8
RE: Do Kaernks (Water monsters) need pathnodes?

Any idea why my brute is just spinning around still, when I assigned multiple pathnodes for it to take, and scripted them aswell? There are no objects in the way to the next assigned pathnode it's supposed to take.

05-29-2012, 10:02 PM
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Mine Turtle Offline
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#9
RE: Do Kaernks (Water monsters) need pathnodes?

in my world, waterlurkers can hear you physically. so dont go off explaining them, and leave them with their AI appearance ^^ Big Grin

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05-29-2012, 10:03 PM
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Stepper321 Offline
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#10
RE: Do Kaernks (Water monsters) need pathnodes?

I have a question to; for monsters. Do you need to apply the pathnode to them, or will they find any pathnodes not directer to them?

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05-30-2012, 07:32 PM
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