My problem is this, when the monster spawns and it moves to the next pathnode. It stops for about 2 seconds before moving onto the next one and so forth for all of them.
void MonsterFunction2(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("enemy_suitor_1", true);
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_26", 1.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_16", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_17", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_18", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_19", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_20", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_21", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_22", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_23", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_24", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_25", 0.0f, "");
}
I don't know why they are doing this, if please anyone can explain what I'm doing wrong or if their are any known bugs/glitches with path nodes.