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Permanent Enemy & Custom Enemy Adding - Printable Version

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Permanent Enemy & Custom Enemy Adding - Gilligan's Hell - 02-13-2013

In my Custom story, I'm planning on using custom enemies and on some occasions later in the game, they don't de-spawn, basically they're Permanent patrols. I Need help


RE: Permanent Enemy & Custom Enemy Adding - PutraenusAlivius - 02-13-2013

So he patrols in a path node and never stop? And other than that, no despawn? Is that what you mean?


RE: Permanent Enemy & Custom Enemy Adding - Gilligan's Hell - 02-13-2013

(02-13-2013, 10:58 AM)JustAnotherPlayer Wrote: So he patrols in a path node and never stop? And other than that, no despawn? Is that what you mean?
Exactly


RE: Permanent Enemy & Custom Enemy Adding - No Author - 02-13-2013

That's pretty simple.
First you need to do is make a circle patrol node. And then you create and a script area where he goes through that area. After that you script the "script area" bý using the same script(the script of your monster patrol area).


RE: Permanent Enemy & Custom Enemy Adding - PutraenusAlivius - 02-13-2013

(02-13-2013, 11:04 AM)Paint the man cut the lines Wrote:
(02-13-2013, 10:58 AM)JustAnotherPlayer Wrote: So he patrols in a path node and never stop? And other than that, no despawn? Is that what you mean?
Exactly
For the pathnode looping thing, go the link below.
http://wiki.frictionalgames.com/hpl2/tutorials/script/monsterpathnodes
Especially, in the "Loop" category.

For the no despawn thing, you edit that in the Model Editor in the .ent file.


RE: Permanent Enemy & Custom Enemy Adding - No Author - 02-13-2013

(02-13-2013, 11:15 AM)JustAnotherPlayer Wrote:
(02-13-2013, 11:04 AM)Paint the man cut the lines Wrote:
(02-13-2013, 10:58 AM)JustAnotherPlayer Wrote: So he patrols in a path node and never stop? And other than that, no despawn? Is that what you mean?
Exactly
For the pathnode looping thing, go the link below.
http://wiki.frictionalgames.com/hpl2/tutorials/script/monsterpathnodes
Especially, in the "Loop" category.

For the no despawn thing, you edit that in the Model Editor in the .ent file.

Or you can do that if you think my opinion is too hard.