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


Thread Rating:
  • 2 Vote(s) - 4 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Monster shouldn't dissappear after patroling
machosalad Offline
Junior Member

Posts: 38
Threads: 8
Joined: Oct 2010
Reputation: 0
#1
Monster shouldn't dissappear after patroling

How do i make a monster NOT dissappear after it has walked through all the PathNodes?
11-02-2010, 12:14 PM
Find
machosalad Offline
Junior Member

Posts: 38
Threads: 8
Joined: Oct 2010
Reputation: 0
#2
RE: Monster shouldn't dissappear after patroling

bump           
11-03-2010, 11:50 AM
Find
Thomas Offline
Frictional Games

Posts: 2,634
Threads: 184
Joined: Apr 2006
Reputation: 68
#3
RE: Monster shouldn't dissappear after patroling

easiest fix is simply to give him new path nodes before reaching end.
11-03-2010, 11:56 AM
Find
Kyle Offline
Posting Freak

Posts: 911
Threads: 36
Joined: Sep 2010
Reputation: 7
#4
RE: Monster shouldn't dissappear after patroling

If you don't want your monster moving on different pathnodes after he goes to the last one, just make him stand there forever. Smile

Example: AddEnemyPatrolNode("servant_brute", "PathNodeArea_1", 100000000000.0f, "");

That big number that is in that part of the script is how long the monster stays there before moving to the next different pathnode.

11-03-2010, 12:18 PM
Find
machosalad Offline
Junior Member

Posts: 38
Threads: 8
Joined: Oct 2010
Reputation: 0
#5
RE: Monster shouldn't dissappear after patroling

(11-03-2010, 12:18 PM)Kyle Wrote: If you don't want your monster moving on different pathnodes after he goes to the last one, just make him stand there forever. Smile

Example: AddEnemyPatrolNode("servant_brute", "PathNodeArea_1", 100000000000.0f, "");

That big number that is in that part of the script is how long the monster stays there before moving to the next different pathnode.

I'll try that. Thanks!
11-03-2010, 01:20 PM
Find
Vincent Offline
Member

Posts: 91
Threads: 7
Joined: Jul 2010
Reputation: 0
#6
RE: Monster shouldn't dissappear after patroling

(11-03-2010, 01:20 PM)machosalad Wrote:
(11-03-2010, 12:18 PM)Kyle Wrote: If you don't want your monster moving on different pathnodes after he goes to the last one, just make him stand there forever. Smile

Example: AddEnemyPatrolNode("servant_brute", "PathNodeArea_1", 100000000000.0f, "");

That big number that is in that part of the script is how long the monster stays there before moving to the next different pathnode.

I'll try that. Thanks!

That would equal about 27777777.78 hours, 1157407.4074074 days, 165343.9153439 weeks, aka 3168.8737503 years Big Grin

[Image: 14014353645647cc447974.gif]
11-03-2010, 10:59 PM
Find
Kyle Offline
Posting Freak

Posts: 911
Threads: 36
Joined: Sep 2010
Reputation: 7
#7
RE: Monster shouldn't dissappear after patroling

(11-03-2010, 10:59 PM)Vincent Wrote:
(11-03-2010, 01:20 PM)machosalad Wrote:
(11-03-2010, 12:18 PM)Kyle Wrote: If you don't want your monster moving on different pathnodes after he goes to the last one, just make him stand there forever. Smile

Example: AddEnemyPatrolNode("servant_brute", "PathNodeArea_1", 100000000000.0f, "");

That big number that is in that part of the script is how long the monster stays there before moving to the next different pathnode.

I'll try that. Thanks!

That would equal about 27777777.78 hours, 1157407.4074074 days, 165343.9153439 weeks, aka 3168.8737503 years Big Grin

Lol, nice. Just any randomly long number can get the job done.

11-03-2010, 11:18 PM
Find




Users browsing this thread: 1 Guest(s)