ObsidianLegion
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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 |
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MrCookieh
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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 |
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Dizturbed
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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 |
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ObsidianLegion
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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 |
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MrCookieh
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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 |
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ObsidianLegion
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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:
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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
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07-28-2011, 11:15 PM |
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MrCookieh
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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 |
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