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		| tonitoni1998   Member
 
 Posts: 163
 Threads: 54
 Joined: Oct 2012
 Reputation: 
1
 | 
			| Enemy waits at each pathnode 
 
				hello. my monster waits about 1 seconds each pathnode it reaches. cant it be a smooth movement? all pathnodes are about 1 m away from each other. my script:  void OnStart(){
 SetSanityDrainDisabled(false);
 SetEntityPlayerInteractCallback("shirt_hanging_white_obj_1", "ActivateEnemy", true);
 }
 
 void ActivateEnemy(string &in asEntity)
 {
 SetEntityActive("servant_grunt_1", true);
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_16", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_17", 5, "");
 }
 When you are looking for someone, to do the scripting for your Custom Story, ask me! |  |  
	| 02-17-2013, 06:39 PM |  |  
	
		| Your Computer   SCAN ME!
 
 Posts: 3,456
 Threads: 32
 Joined: Jul 2011
 Reputation: 
235
 | 
			| RE: Enemy waits at each pathnode 
 
				You're not supposed to add each path node to the monster. The monster has no trouble walking in a straight line, so you can safely just add the first and last path node of the line. If you want the monster to walk around corners, add the path node at the intersection.
			 
 |  |  
	| 02-17-2013, 07:51 PM |  |  
	
		| tonitoni1998   Member
 
 Posts: 163
 Threads: 54
 Joined: Oct 2012
 Reputation: 
1
 | 
			| RE: Enemy waits at each pathnode 
 
				so it will always wait at a node?
			 
 When you are looking for someone, to do the scripting for your Custom Story, ask me! |  |  
	| 02-17-2013, 08:01 PM |  |  
	
		| Your Computer   SCAN ME!
 
 Posts: 3,456
 Threads: 32
 Joined: Jul 2011
 Reputation: 
235
 | 
			| RE: Enemy waits at each pathnode 
 
				 (02-17-2013, 08:01 PM)tonitoni1998 Wrote:  so it will always wait at a node? 
If you put 0, it'll wait a few seconds on the path node. If you put 0.001, it's such a short time that it'll look like it hasn't.
			 
 |  |  
	| 02-17-2013, 08:17 PM |  |  
	
		| tonitoni1998   Member
 
 Posts: 163
 Threads: 54
 Joined: Oct 2012
 Reputation: 
1
 | 
			| RE: Enemy waits at each pathnode 
 
				 (02-17-2013, 08:17 PM)Your Computer Wrote:  If you put 0, it'll wait a few seconds on the path node. If you put 0.001, it's such a short time that it'll look like it hasn't. 
Oh okay thanks. Thats what i was looking for.
			 
 When you are looking for someone, to do the scripting for your Custom Story, ask me! |  |  
	| 02-17-2013, 10:46 PM |  |  |