Hauken
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Make monster run by each path node
Hi this is a very basic question.
So I've scripted a monster to walk by path nodes, and its working and all but he is walking -I want him to run, so I opened the Model Editor and saw that hes run animation is simply called "Run"
So i added Run to each pathnode, but he is just walking casually?
void MonsterFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("servant_grunt_1", true); //ShowEnemyPlayerPosition("servant_grunt_1"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_16", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_17", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_18", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_19", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_20", 4, "Idle"); }
Isnt this supposed to work?
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05-12-2013, 08:45 PM |
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Slanderous
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RE: Make monster run by each path node
(05-12-2013, 08:45 PM)Hauken Wrote: Hi this is a very basic question.
So I've scripted a monster to walk by path nodes, and its working and all but he is walking -I want him to run, so I opened the Model Editor and saw that hes run animation is simply called "Run"
So i added Run to each pathnode, but he is just walking casually?
void MonsterFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("servant_grunt_1", true); //ShowEnemyPlayerPosition("servant_grunt_1"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_16", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_17", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_18", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_19", 0.001, "Run"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_20", 4, "Idle"); }
Isnt this supposed to work?
Remove "//" before "ShowEnemyPlayerPostion", I think.
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05-12-2013, 09:04 PM |
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Your Computer
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RE: Make monster run by each path node
The monster normally runs when it has located the player and the player is not within reach but is still visible to the monster or when calling ShowEnemyPlayerPosition. If you want to give the impression that it is running, you have to increase its walking speed so that it reaches the minimum speed of the running animation.
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05-12-2013, 09:11 PM |
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Hauken
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RE: Make monster run by each path node
Right.. He is still walking to slow, and when I show myself to the enemy, he wont go in the sprint animation against me... so i could run away from him by just looking at him and walking backwards..
Any suggestions?
I want him to run in the path nodes as fast as they can go..
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Ok, but then I'd have to go to the model editor and change the speed amirite?
And just use a custom monster for the sequence im working on.
Which I havent done before either..
(This post was last modified: 05-12-2013, 09:30 PM by Hauken.)
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05-12-2013, 09:18 PM |
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Daemian
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RE: Make monster run by each path node
I didn't test this, but, maybe you could edit the model in model editor, take its Walk animation and replace it with a copy of Run. Then just save it as grunt_running or something.
And you may want to increase its speed as well.
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05-12-2013, 09:59 PM |
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