Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Monster despawn
IGabx Offline
Junior Member

Posts: 10
Threads: 3
Joined: Aug 2012
Reputation: 0
#1
Monster despawn

I've seen forums like this before but none have helped. Usually when a monster gets out of vision it disappears, but I want to make it so he doesn't disappear at all. I already got him to stay after death it's just when he's out of sight. Smile

Is there any way of doing this, and if so please explain 'cause I can be a noob at these kind of things! :S
09-15-2012, 10:27 PM
Find
Melvin Offline
Member

Posts: 245
Threads: 38
Joined: Jun 2012
Reputation: 5
#2
RE: Monster despawn

Hey buddy I'm having the same problem over here.. It seems to be a common thing.

If you are REALLY a noob, you should post your script. If you find a solution (though scripting) I would be happy to fix it for you. I'll just stay tuned on this thread on the background.

[Image: 25F7U37.png]
09-16-2012, 01:12 AM
Website Find
IGabx Offline
Junior Member

Posts: 10
Threads: 3
Joined: Aug 2012
Reputation: 0
#3
RE: Monster despawn

I'm not sure what the script has to do with anything, considering that I didn't really try anything other than just place him. I'm completely clueless, but if you need the script, here ya go ;D

Quote: void OnStart()
{
AddEntityCollideCallback("Player", "PlayerCollide", "Monster", false, 1);
}

void Monster(string &in asChild, string &in asParent, int alState)
{
SetEntityActive("brute_1", true);
AddEnemyPatrolNode("brute_1", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("brute_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("brute_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("brute_1", "PathNodeArea_4", 3, "");
AddEnemyPatrolNode("brute_1", "PathNodeArea_5", 0, "");
}
09-16-2012, 02:28 AM
Find
Kreekakon Offline
Pick a god and pray!

Posts: 3,063
Threads: 70
Joined: Mar 2012
Reputation: 124
#4
RE: Monster despawn

You should try reading this:
http://wiki.frictionalgames.com/hpl2/tut...rpathnodes

It states that the monster will despawn if it runs out of nodes, and the player isn't looking at it. There's a nice tutorial in there to make the monster move indefinitely.

[Image: Tv0YgQb.gif]
Image by BandyGrass
09-16-2012, 04:17 AM
Find
Unearthlybrutal Offline
Posting Freak

Posts: 775
Threads: 12
Joined: May 2011
Reputation: 26
#5
RE: Monster despawn

You can edit the .ent file to change the distance when enemy is disappearing.

When Life No Longer Exists
Full-conversion mod
09-16-2012, 09:36 AM
Website Find
Melvin Offline
Member

Posts: 245
Threads: 38
Joined: Jun 2012
Reputation: 5
#6
RE: Monster despawn

Hey, I've tested the editing of the .ent file (the grunt). I opened up the ModelEditor and then went to settings. Here, you can edit the behavior of the enemy (like awareness, search time etc.) Well, I've edited the search time, and set it from 10, to 200.

So far so good it works.

[Image: 25F7U37.png]
09-16-2012, 12:09 PM
Website Find
IGabx Offline
Junior Member

Posts: 10
Threads: 3
Joined: Aug 2012
Reputation: 0
#7
RE: Monster despawn

Okay thanks for the tips. Btw the nodes are a straight line and he already goes back and forth it's just when he's out of sight anyways I'll give that a try. Thanks!

(09-16-2012, 04:17 AM)Kreekakon Wrote: You should try reading this:
http://wiki.frictionalgames.com/hpl2/tut...rpathnodes

It states that the monster will despawn if it runs out of nodes, and the player isn't looking at it. There's a nice tutorial in there to make the monster move indefinitely.
Btw thanks, I read that before though and I have some trouble understanding "if" statements and what not so for my first story I would like to keep it simple. If I have to though then maybe I will! Smile
(This post was last modified: 09-16-2012, 06:00 PM by IGabx.)
09-16-2012, 05:58 PM
Find




Users browsing this thread: 3 Guest(s)