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Weird monster behaviour
palistov Offline
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Posts: 1,208
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Joined: Mar 2011
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#6
RE: Weird monster behaviour

In your debug menu, enable the entity info option. This will display active monsters' state (path, investigate, hunt, alert, wait, etc) as well as its current node. It will basically give you a lot of information which can help you determine what is causing your monster to freak out. It could be that the edge nodes (path nodes between your script-assigned nodes) are poorly placed. It could be that your scripted path nodes are in the wrong order, too.

Anyways, just study the monster with the entity info and see if you can figure out exactly what causes it.

Now as for your quote, to prevent a monster from disappearing, just assign it new path nodes once it reaches or nears the end of its path, using a collide callback that doesn't auto-remove.

AddEntityCollideCallback("grunt", "grunt_newnodes", "GruntNewNodes", false, 1);

Put that in your OnStart, match the parent and child names to the props in your map, and make sure your function contains ClearEnemyPatrolNodes("grunt");

07-17-2011, 05:13 PM
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Messages In This Thread
Weird monster behaviour - by MrCookieh - 07-17-2011, 03:42 PM
RE: Weird monster behaviour - by Kyle - 07-17-2011, 03:46 PM
RE: Weird monster behaviour - by MrCookieh - 07-17-2011, 04:01 PM
RE: Weird monster behaviour - by hkkomiltinn - 07-17-2011, 04:06 PM
RE: Weird monster behaviour - by MrCookieh - 07-17-2011, 04:10 PM
RE: Weird monster behaviour - by palistov - 07-17-2011, 05:13 PM
RE: Weird monster behaviour - by MrCookieh - 07-17-2011, 11:04 PM



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