Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Monster walking paths
Shoop Offline
Junior Member

Posts: 36
Threads: 10
Joined: Feb 2011
Reputation: 0
#5
RE: Monster walking paths

I have been called a noob and told to learn scripting and stop bugging the forums once before. I know this a very nice community, probably the best one.

Does this work?
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_86", "5", "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_99", "5", "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_52", "5", "");
AddEntityCollideCallback("servant_grunt_2" , "MonsterDie" , "MonsterDie1" , true , 1);
}

void MonsterDie1(string &in asParent , string &in asChild , int alState)
{
  SetEntityActive("servant_grunt_2" , false);
}
In better posistions of course, but would that make him leave and die.
(This post was last modified: 04-23-2011, 02:46 AM by Shoop.)
04-23-2011, 02:39 AM
Find


Messages In This Thread
Monster walking paths - by Shoop - 04-23-2011, 02:05 AM
RE: Monster walking paths - by Kyle - 04-23-2011, 02:24 AM
RE: Monster walking paths - by Shoop - 04-23-2011, 02:33 AM
RE: Monster walking paths - by Kyle - 04-23-2011, 02:47 AM
RE: Monster walking paths - by Shoop - 04-23-2011, 02:50 AM
RE: Monster walking paths - by Kyle - 04-23-2011, 02:51 AM
RE: Monster walking paths - by Shoop - 04-23-2011, 02:53 AM
RE: Monster walking paths - by Kyle - 04-23-2011, 03:55 AM
RE: Monster walking paths - by Hunter of Shadows - 04-23-2011, 02:37 AM
RE: Monster walking paths - by Shoop - 04-23-2011, 02:39 AM
RE: Monster walking paths - by palistov - 04-23-2011, 03:25 AM
RE: Monster walking paths - by laser50 - 04-23-2011, 10:24 AM
RE: Monster walking paths - by MrBigzy - 04-23-2011, 02:47 PM



Users browsing this thread: 1 Guest(s)