JohnandSerena 
			Junior Member1  
	
		
			
Brute Path Nodes 
 
				I'm not sure of the problem but my brute has path nodes set and in MapView it doesn't show that the nodes are linked. When I approach the scene in the game, the brute goes nuts and it almost looks like its lagging. The brute stays in place and will do multiple animations and sometimes start to float. Here's my script: 
			
			
			
		 
 
 
	04-28-2013, 02:38 PM  
		
	 
 
	
		The chaser 
			Posting Freak113  
	
		
			
RE: Brute Path Nodes 
 
				 (04-28-2013, 02:38 PM) JohnandSerena Wrote:  
It's obvious that it drives nuts, you are assigning lots of path nodes at the same time: Just:
void OnStart() 
{ 
	AddEntityCollideCallback("Player", "ScriptArea_1", "MonsterFunction", true, 1); 
} 
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
     	for (int i = 1; i < 13; i++)
             {
                 AddEnemyPatrolNode("servant_brute_1","PathNodeArea_"+i, 0, "");
             }
     }
			
 
			
			
                              THE OTHERWORLD (WIP)
Aculy iz dolan.
 
 
 
	04-28-2013, 02:48 PM  
		
	 
 
	
		Tomato Cat 
			Senior Member20  
	
		
			
RE: Brute Path Nodes 
 
				void MonsterFunction ( string  & in asParent ,  string  & in asChild ,  int alState ) SetEntityActive ( "servant_brute_1" ,  true );  AddEnemyPatrolNode ( "servant_brute_1" ,  "PathNodeArea_1" ,  0 ,  "" ); AddEnemyPatrolNode ( "servant_brute_1" ,  "PathNodeArea_2" ,  0 ,  "" ); AddEnemyPatrolNode ( "servant_brute_1" ,  "PathNodeArea_3" ,  3 ,  "" ); AddEnemyPatrolNode ( "servant_brute_1" ,  "PathNodeArea_4" ,  0 ,  "" ); AddEnemyPatrolNode ( "servant_brute_1" ,  "PathNodeArea_5" ,  0 ,  "" ); AddEnemyPatrolNode ( "servant_brute_1" ,  "PathNodeArea_6" ,  0 ,  "" ); AddEnemyPatrolNode ( "servant_brute_1" ,  "PathNodeArea_7" ,  0 ,  "" ); AddEnemyPatrolNode ( "servant_brute_1" ,  "PathNodeArea_8" ,  0 ,  "" ); AddEnemyPatrolNode ( "servant_brute_1" ,  "PathNodeArea_9" ,  0 ,  "" ); AddEnemyPatrolNode ( "servant_brute_1" ,  "PathNodeArea_10" ,  0 ,  "" ); AddEnemyPatrolNode ( "servant_brute_1" ,  "PathNodeArea_11" ,  0 ,  "" ); AddEnemyPatrolNode ( "servant_brute_1" ,  "PathNodeArea_12" ,  0 ,  "" ); int i  =  1 ;  i  <  13 ;  i ++) AddEnemyPatrolNode ( "servant_brute_1" , "PathNodeArea_" + i ,  0 ,  "" ); 
This might be your problem. Unless your nodes are in strange places?
void MonsterFunction blahblah { int i = 1 ; i < 13 , i ++) AddEnemyPatrolNode ( etcetc ) 
Beat me to it.
			
 
			
			
RAISE YOUR DONGERS ヽ༼ຈل͜ຈ༽ノ
			
				
(This post was last modified: 04-28-2013, 02:54 PM by Tomato Cat .) 
 
				
			 
		 
 
 
	04-28-2013, 02:54 PM  
		
	 
 
	
		JohnandSerena 
			Junior Member1  
	
		
			
RE: Brute Path Nodes 
 
				I tried your script and I got the same result. Mapview shows that my nodes aren't linked.
			
			
			
			
				
(This post was last modified: 04-28-2013, 06:48 PM by JohnandSerena .) 
 
				
			 
		 
 
 
	04-28-2013, 06:39 PM  
		
	 
 
	
		Tomato Cat 
			Senior Member20  
	
		
			
RE: Brute Path Nodes 
 
				Can you attach a download to your map file?
			
			
			
			
		 
 
 
	04-28-2013, 07:35 PM  
		
	 
 
	
		JohnandSerena 
			Junior Member1  
	
		
			
RE: Brute Path Nodes 
 
				 (04-28-2013, 07:35 PM) Mr Credits Wrote:   
			
Attached Files Maps.rar  (Size: 1.58 MB / Downloads: 244)
 
			
			
		 
 
 
	04-28-2013, 08:59 PM  
		
	 
 
	
		Tomato Cat 
			Senior Member20  
	
		
			
RE: Brute Path Nodes 
 
				Now, I'm not sure if this is the exact reason, but when I moved the grass above the nodes, they connected.
			
			
			
				
(This post was last modified: 04-28-2013, 10:00 PM by Tomato Cat .) 
 
				
			 
		 
 
 
	04-28-2013, 09:26 PM  
		
	 
 
	
		The chaser 
			Posting Freak113  
	
		
			
RE: Brute Path Nodes 
 
				Aaah, now I know why! 
You used a static_object, right? All static objects have collision enabled by default. As the grass was in the middle of the relation of the Path nodes, they couldn't link (it would be like trying to make a brute walk from a room to another crossing through the wall)
You must simply disable collision in grass and it'll work 
                              THE OTHERWORLD (WIP)
Aculy iz dolan.
 
 
 
	04-28-2013, 09:46 PM