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PathNode loop
i3670 Offline
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Posts: 1,308
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#8
RE: PathNode loop

(12-07-2011, 09:57 PM)palistov Wrote: If you add all 100 path nodes, the grunt will pause momentarily at each one. If you want the grunt to move from the first path node to the last, simply script the enemy to move to the last one. The AI will handle the pathing, and the monster will take the shortest route to that node, and use the path nodes only if a direct path to the destination is obstructed.
Will that work if I put it like this:

Let's say we have a + shaped map. There are 3 pathnodes. The monster starts at the upper arm. PathNode1 is in the left arm, Pathnode2 in the bottom and 3rd in the right one. I want him to follow the 1-2-3.

AddEnemyPatrolNode("grunt_1", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("grunt_1", "PathNodeArea_2", 2, "");
AddEnemyPatrolNode("grunt_1", "PathNodeArea_3", 2, "");



(This post was last modified: 12-07-2011, 11:25 PM by i3670.)
12-07-2011, 11:18 PM
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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



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