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PathNode Problem
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Acies Offline
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Post: #21
RE: PathNode Problem
(10-27-2011 03:11 PM)Corax Wrote:  
(10-27-2011 01:01 PM)Acies Wrote:  Corax, i believe you may find the correct names by opening the modeleditor and bringing up the animations window.

i tried all the names written in the animation windows but nothing happen! maybe becouse i have disabled the triggers of the grunt?

edit: no thats not the problem. Sad
Hmm O.o

AddEnemyPatrolNode("servant_grunt_4", "PathNodeArea_79", 10.0f, "IdleExtra1");

This is a part of some original code. For me it did work with my custom made monster. Did you spell it like that (capital letters are important)?

Otherwise (in case attack animations etc. don't work) I'm guessing that only IdleExtra's may be called. The Idle animation is automatically called everytime the grunt pauses btw; in reference to elven's question.

[Image: mZiYnxe.png]


(This post was last modified: 10-27-2011 06:15 PM by Acies.)
10-27-2011 06:14 PM
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Corax Offline
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Post: #22
RE: PathNode Problem
(10-27-2011 06:14 PM)Acies Wrote:  
(10-27-2011 03:11 PM)Corax Wrote:  
(10-27-2011 01:01 PM)Acies Wrote:  Corax, i believe you may find the correct names by opening the modeleditor and bringing up the animations window.

i tried all the names written in the animation windows but nothing happen! maybe becouse i have disabled the triggers of the grunt?

edit: no thats not the problem. Sad
Hmm O.o

AddEnemyPatrolNode("servant_grunt_4", "PathNodeArea_79", 10.0f, "IdleExtra1");

This is a part of some original code. For me it did work with my custom made monster. Did you spell it like that (capital letters are important)?

Otherwise (in case attack animations etc. don't work) I'm guessing that only IdleExtra's may be called. The Idle animation is automatically called everytime the grunt pauses btw; in reference to elven's question.

I copy-pasted the names. Now ill try IdleExtras anim.

edit: Nothing happens XD o well, i'll try sometinghs else, this isn't a big problem after all.
(This post was last modified: 10-27-2011 06:36 PM by Corax.)
10-27-2011 06:25 PM
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palistov Offline
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Post: #23
RE: PathNode Problem
Don't assign it an animation in the last argument of the AddEnemyPatrolNode script. The "glitch" is the monster just repeating the same animation. As for the monster not walking right on top of the node, Jens mentioned the nodes need to be exactly on the level of the plane.

10-27-2011 09:41 PM
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Elven Offline
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Post: #24
RE: PathNode Problem
I have still issue tho Sad, for what that thread was created...

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10-27-2011 09:50 PM
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palistov Offline
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Post: #25
RE: PathNode Problem
I'm wagering you re-named the grunt after the .nodes file was created for it. Open your maps folder. Look for the level's nodes file. Make the name match the grunt's name.

If your grunt is named "grunty", your level's nodes file should look like this: "00_my_special_level_grunty.nodes"

Make sure you close Amnesia before you do all this Tom Foolery.

10-27-2011 10:04 PM
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