| RE: Enemy Patrol Problem 
 
				Just a question here. Why would you need such big activation distance? And besides, if that don't work, try to just add a script at the last pathnode the enemy takes.
 For example:
 
 This triggers
 void GruntPatrolNode(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("nomusic_grunt_1", true);
 
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_27", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_21", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_18", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_31", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_17", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_14", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_8", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_4", 0, "");
 }
 
 void LoopGruntPatrol(string &in asParent, string &in asChild, int alState)
 {
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_27", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_21", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_18", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_31", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_17", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_14", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_8", 0, "");
 AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_4", 0, "");
 }
 
 void OnStart()
 {
 AddEntityCollideCallback("Player", "AreaStartGrunt", "GruntPatrolNode", true, 1);
 AddEntityCollideCallback("nomusic_grunt_1", "AreaGruntLoopPatrol",    "LoopGruntPatrol", false, 1);
 }
 
				
(This post was last modified: 12-14-2013, 12:09 PM by Neelke.)
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