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		| ObsidianLegion   Member
 
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			| 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.)
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	| 07-28-2011, 08:40 PM |  |  
	
		| MrCookieh   Member
 
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			| 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.   
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	| 07-28-2011, 09:13 PM |  |  
	
		| Dizturbed   Member
 
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			| RE: Pathnode Scripts 
 
				Example:
 AddEnemyPatrolNode("Malo", "PathNodeArea_1", 0, "");
 You do not need to add that string..
 Hope it helped.
 
 -Dizturbed
 
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	| 07-28-2011, 10:53 PM |  |  
	
		| ObsidianLegion   Member
 
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			| 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.
  
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.)
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	| 07-28-2011, 11:07 PM |  |  
	
		| MrCookieh   Member
 
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			| RE: Pathnode Scripts 
 
				if you place a pathnode at each side of the door, he does it automatically, yes   
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	| 07-28-2011, 11:13 PM |  |  
	
		| ObsidianLegion   Member
 
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			| 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  
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 |  |  
	
		| MrCookieh   Member
 
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			| RE: Pathnode Scripts 
 
				yes   
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   
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	| 07-29-2011, 10:18 AM |  |  |