| Damascus   Senior Member
 
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			| Enemy animation doesn't play 
 
				void AddEnemyPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation);
 Adds a patrol node to the enemy's path.
 
 asName - internal name of the enemy
 asNodeName - path node
 afWaitTime - time in seconds that the enemy waits at the path node before continuing
 asAnimation - the animation the enemy uses when reaching the path node
 
 If I'm looking at this correctly, there's no reason my script shouldn't work:
 
 AddEnemyPatrolNode("remnant_1", "PathNodeArea_1", 0.001f, "attack_short1.anm"); //it's a suitor, by the way
 
 Yet, when the enemy reaches the patrol node, it does nothing. Does this function not work?
 
 
				
(This post was last modified: 06-23-2012, 02:50 AM by Damascus.)
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	| 06-23-2012, 02:49 AM |  | 
	
		| Rownbear   Member
 
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			| RE: Enemy animation doesn't play 
 
				As I understand they only go as far as you use the AddEnemyPatrolNode, so when it reaches the last node it stops there
 so say it moves from node 1 to 20. then you could place a script box to cover the patrol node nr.20 and use a new AddEntityCollide for the monster to walk from node 20 to 1, now he's patroling that area, if you add yet another script to cover patrolnode 1 to 20 again. I think I recall testing that this worked some time ago.
 
 EDIT: Ah it's late, didnt read you post properly, sorry
 
 
				
(This post was last modified: 06-23-2012, 04:38 AM by Rownbear.)
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	| 06-23-2012, 04:36 AM |  | 
	
		| Your Computer   SCAN ME!
 
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			| RE: Enemy animation doesn't play 
 
				As far as i know, even if it did work (though, i'm not sure if it is supposed to work), it would most likely get overridden by the dynamic conditions of the monster.
			 
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	| 06-23-2012, 05:08 AM |  |