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Pathnode Scripts
ObsidianLegion Offline
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#1
Pathnode Scripts

Since a certain person asked for monster PathNodes in my second level, I'm asking you guys for any end functions that I could use?

E.G

AddEnemyPatrolNode("MonsterName", "Node_1", TimeAtNode, " ");

What goes on the last string?

Can you guys give me script examples? I know roughly what you put there. It's to do with what the monster does when it reaches that certain node.

"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
(This post was last modified: 07-28-2011, 08:42 PM by ObsidianLegion.)
07-28-2011, 08:40 PM
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MrCookieh Offline
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#2
RE: Pathnode Scripts

the last string is for his animation, which plays, when he reaches the pathnode.
For example: "Attack", "Idle", "Idle2"
I'm not 100% sure how they're called, but you can look into the model editor, there are
all listed. Smile

The Well: Descent - Take a look at it!
07-28-2011, 09:13 PM
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Dizturbed Offline
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#3
RE: Pathnode Scripts

Example:

AddEnemyPatrolNode("Malo", "PathNodeArea_1", 0, "");
You do not need to add that string..
Hope it helped.

-Dizturbed

07-28-2011, 10:53 PM
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ObsidianLegion Offline
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#4
RE: Pathnode Scripts

(07-28-2011, 10:53 PM)Dizturbed Wrote: Example:

AddEnemyPatrolNode("Malo", "PathNodeArea_1", 0, "");
You do not need to add that string..
Hope it helped.

-Dizturbed

No, what I'm looking for are things to put on that string.

Thanks for your reply anyway
(07-28-2011, 09:13 PM)MrCookieh Wrote: the last string is for his animation, which plays, when he reaches the pathnode.
For example: "Attack", "Idle", "Idle2"
I'm not 100% sure how they're called, but you can look into the model editor, there are
all listed. Smile

How would you make him break through a door? Or is that automatic?

"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
(This post was last modified: 07-28-2011, 11:09 PM by ObsidianLegion.)
07-28-2011, 11:07 PM
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MrCookieh Offline
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#5
RE: Pathnode Scripts

if you place a pathnode at each side of the door, he does it automatically, yes Smile

The Well: Descent - Take a look at it!
07-28-2011, 11:13 PM
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ObsidianLegion Offline
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#6
RE: Pathnode Scripts

(07-28-2011, 11:13 PM)MrCookieh Wrote: if you place a pathnode at each side of the door, he does it automatically, yes Smile

Like:

. | .

I know that kinda looks wrong. xD

"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
07-28-2011, 11:15 PM
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MrCookieh Offline
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#7
RE: Pathnode Scripts

yes Tongue
and then you just have to add the pathnodes via script:
AddEnemyPatrolNode("grunt", "Node1", 0, "");
AddEnemyPatrolNode("grunt", "Node2", 0, "");
then he will go to Node1, and after he reached it, he wants to continue to Node2, but there is a door
between them, so he smashes it Smile

The Well: Descent - Take a look at it!
07-29-2011, 10:18 AM
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