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Path nodes - Printable Version

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+--- Thread: Path nodes (/thread-7882.html)



Path nodes - potu1304 - 05-08-2011

Hello all!
I would like to know how I can find out the x,y and z cordinates and the distance to other pathnotes? Because the grunt should go a determined path and then it should dissapear.
Can anyone help?


And sorry for spelling and other mistakes.


RE: Path notes - Roenlond - 05-08-2011

Can't you just add pathnodes via the level editor and then create path nodes as usual via scripting? You never need to know coordinates.


RE: Path notes - potu1304 - 05-08-2011

But when I read the path notes in other custom stories there is always a distance to other path notes


RE: Path notes - Roenlond - 05-08-2011

That file is created automatically if you use the AddPathNode() command.


RE: Path notes - potu1304 - 05-08-2011

Ah ok can you maybe send me an example how a AddPathNode() can look like?


RE: Path notes - Roenlond - 05-08-2011

Sorry, didn't recall the exact function for the paths. Here:

void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "ActivateMonster", true, 1);
}

void ActivateMonster(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Monster", true);
AddEnemyPatrolNode("Monster", "Path_1", 2.0f, ""); //Monster walks to pathnode Path_1 and waits for 2 seconds before moving to Path_2
AddEnemyPatrolNode("Monster", "Path_2", 1.0f, "");
}


RE: Path notes - Kyle - 05-08-2011

You can also try this:
Code:
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "ActivateMonster", true, 1);
}
void ActivateMonster(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Monster", true);
int x = RandInt(0, 5);
for (int i = 1; i > 0 && i < 6; i++)
{
AddEnemyPatrolNode("Monster", "Path_"+i, x, "");
}
}
That would add a random time effect to 5 path nodes the monster could walk on.

Also by the way, the thread's title should read: "Path Nodes"

:p