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
PathNode loop
Juby Away
Senior Member

Posts: 290
Threads: 2
Joined: May 2011
Reputation: 5
#6
RE: PathNode loop

(12-07-2011, 08:47 PM)i3670 Wrote: Ok, too bad. But, is there a way to compress the path nodes, so that I don't have put like a hundred
"AddEnemyPatrolNode" in the script?
Yes
for (int b = 1; b <=100; b++) AddEnemyPatrolNode("ENEMY", "PathNodeArea_"+b, 0.01f, "");
(this example adds 100 pathnodes to ENEMY starting from PathNodeArea_1. Most useful for walking a straightforward path. )

Insanity. Static.
(This post was last modified: 12-07-2011, 10:05 PM by Juby.)
12-07-2011, 09:49 PM
Find


Messages In This Thread
PathNode loop - by i3670 - 12-07-2011, 10:44 AM
RE: PathNode loop - by Your Computer - 12-07-2011, 04:22 PM
RE: PathNode loop - by i3670 - 12-07-2011, 08:47 PM
RE: PathNode loop - by Statyk - 12-07-2011, 09:08 PM
RE: PathNode loop - by Juby - 12-07-2011, 09:49 PM
RE: PathNode loop - by i3670 - 12-07-2011, 09:27 PM
RE: PathNode loop - by palistov - 12-07-2011, 09:57 PM
RE: PathNode loop - by i3670 - 12-07-2011, 11:18 PM
RE: PathNode loop - by Your Computer - 12-07-2011, 11:50 PM
RE: PathNode loop - by palistov - 12-08-2011, 12:52 AM



Users browsing this thread: 1 Guest(s)