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Path nodes
Kyle Offline
Posting Freak

Posts: 911
Threads: 36
Joined: Sep 2010
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#7
RE: Path notes

You can also try this:
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

(This post was last modified: 05-08-2011, 05:59 PM by Kyle.)
05-08-2011, 05:57 PM
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Messages In This Thread
Path nodes - by potu1304 - 05-08-2011, 04:07 PM
RE: Path notes - by Roenlond - 05-08-2011, 04:28 PM
RE: Path notes - by potu1304 - 05-08-2011, 04:41 PM
RE: Path notes - by Roenlond - 05-08-2011, 05:07 PM
RE: Path notes - by potu1304 - 05-08-2011, 05:17 PM
RE: Path notes - by Roenlond - 05-08-2011, 05:28 PM
RE: Path notes - by Kyle - 05-08-2011, 05:57 PM



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