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Patrolling issue
Manbearpig116 Offline
Junior Member

Posts: 9
Threads: 4
Joined: Apr 2012
Reputation: 0
#1
Patrolling issue

I'm trying to make this brute walk around the map. He does walk about but for some reason, he pauses at each one before moving on to the next one.

Here is the script in full

////////////////////////////
// Run when entering map
void OnEnter()
{
FadeOut(0);

FadeIn(25);
AddUseItemCallback("", "monsterdoorkey_1", "monsterdoor", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "Cheapscare", "Boom", true, 0);
AddEntityCollideCallback("Player", "PlayerCollide", "SpawnMonster", true, 0);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("monsterdoor", false, true);
PlaySoundAtEntity("", "unlock_door", "monsterdoor", 0, false);
RemoveItem("monsterdoorkey_1");
}

void Boom(string &in asParent, string &in asChild, int alstate)
{
SetEntityActive("armournice", true);
PlayGuiSound("12_girl_scream.snt", 1);
GiveSanityDamage(80 , true);
}

void SpawnMonster(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_brute_1", true);
PlayGuiSound("amb_idle01.snt", 1);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_14", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_15", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_16", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_17", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_18", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_19", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_20", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_21", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_22", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_23", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_24", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_25", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_26", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_27", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_28", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_29", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_30", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_31", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_32", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_33", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_34", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_35", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_36", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_37", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_38", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_39", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_40", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_41", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_42", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_43", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_44", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_45", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_46", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_47", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_48", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_49", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_50", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_51", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_52", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_53", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_54", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_55", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_56", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_57", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_58", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_59", 0, "");
}
////////////////////////////
// Run when leaving map
void OnLeave()
{

}

Can anyone resolve this issue?
(This post was last modified: 04-30-2012, 07:57 PM by Manbearpig116.)
04-30-2012, 07:50 PM
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Posts: 3,456
Threads: 32
Joined: Jul 2011
Reputation: 235
#2
RE: Patrolling issue

Change 0 to 0.001.

Tutorials: From Noob to Pro
04-30-2012, 07:51 PM
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narutohokager Offline
Member

Posts: 149
Threads: 28
Joined: Jan 2011
Reputation: 0
#3
RE: Patrolling issue

Hello

I already had this problem... This was not a problem of 0 time, But because you put too much pathnode.

If during the map will have one corridor, avoid putting much pathnodes, put in a long corridor to 2-3 pathnodes.
Try reducing the numbers of pathnodes, It's about what I did and my problem was resolved Wink
Infact, the monster every Pathnode, it stops for about 1 second, it's automatic





Sorry for my bad english
Amnesia The Revenge - Chapter 1
(This post was last modified: 04-30-2012, 08:00 PM by narutohokager.)
04-30-2012, 07:59 PM
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Manbearpig116 Offline
Junior Member

Posts: 9
Threads: 4
Joined: Apr 2012
Reputation: 0
#4
RE: Patrolling issue

(04-30-2012, 07:59 PM)narutohokager Wrote: Hello

I already had this problem... This was not a problem of 0 time, But because you put too much pathnode.

If during the map will have one corridor, avoid putting much pathnodes, put in a long corridor to 2-3 pathnodes.
Try reducing the numbers of pathnodes, It's about what I did and my problem was resolved Wink
Infact, the monster every Pathnode, it stops for about 1 second, it's automatic
Actually changing it to 0.001 worked for me

05-02-2012, 03:50 PM
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