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Script Help Intro script help and monster nodes [SOLVED]
Romulator Offline
Not Tech Support ;-)

Posts: 3,628
Threads: 63
Joined: Jan 2013
Reputation: 195
#21
RE: Intro script help and monster nodes

I don't know if you have called the monster void anywhere in your code.. Unless I am missing something which you changed later (going off the code in post #12 here).

Your parameters suggest that it is a collide callback, which means that you have to collide with something before it happens. You could simply move the lines within the monster void to the appropriate case, or set up a timer instead of a collidecallback.

Also, not really required, but remember that the time idle at a pathnode should be a float (may need to fix that on the tutorial on the wiki). So you MAY need to add the appropriate f, like so:

PHP Code: (Select All)
AddEnemyPatrolNode("engineer_1""PathNodeArea_1"0.0f"");
AddEnemyPatrolNode("engineer_1""PathNodeArea_2"0.001f"");
AddEnemyPatrolNode("engineer_1""PathNodeArea_3"0.0f""); 

Also note that 0 does not mean 0 time at the pathnode, however the 0.001 is the closest to practically no time. If there are more pathnode, be sure to add them to the coding in the similar ways as above, and make sure that the same number of pathnodes are in your Level Smile

Discord: Romulator#0001
[Image: 3f6f01a904.png]
(This post was last modified: 12-29-2013, 05:31 AM by Romulator.)
12-29-2013, 05:25 AM
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Damascus Offline
Senior Member

Posts: 646
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Joined: Mar 2012
Reputation: 29
#22
RE: Intro script help and monster nodes

(12-29-2013, 05:04 AM)lothabread Wrote: alrighty, a past problem has returned, the manpig will not walk on his own until he sees the player, but i want the player to watch the pig leave the room as they are waking up, dunno why he wont move Big Grin

Try changing all of the PathNode wait times to 0.001f. I don't know for sure if that will fix it, but I always have a bunch of strange problems when it's just set to 0.

12-29-2013, 05:29 AM
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lothabread Offline
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Posts: 106
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Joined: Apr 2012
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#23
RE: Intro script help and monster nodes

got it,so this was my fix.

PHP Code: (Select All)
void Manpig01()
{
    
AddEnemyPatrolNode("engineer_1""PathNodeArea_1"0.0f"");
    
AddEnemyPatrolNode("engineer_1""PathNodeArea_2"0.0f"");
    
AddEnemyPatrolNode("engineer_1""PathNodeArea_3"0.0f"");



and i had to call it in the case as it was in the justine hps files

PHP Code: (Select All)
case 1:
            
PlayGuiSound(""1.0f);
        
Manpig01();
            
FadeIn(3.0f);
            
StartPlayerLookAt("AreaIntroLook_2"0.5f0.5f"");
            
FadePlayerRollTo(-5050.050.0);
            
partSpeed 6.0f;
            break; 
(This post was last modified: 12-29-2013, 06:07 AM by lothabread.)
12-29-2013, 06:06 AM
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Romulator Offline
Not Tech Support ;-)

Posts: 3,628
Threads: 63
Joined: Jan 2013
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#24
RE: Intro script help and monster nodes [SOLVED]

There ya go Smile Hope all your coding later on also works out! Big Grin
Good luck on your CS Smile

Discord: Romulator#0001
[Image: 3f6f01a904.png]
12-29-2013, 06:13 AM
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lothabread Offline
Member

Posts: 106
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Joined: Apr 2012
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#25
RE: Intro script help and monster nodes [SOLVED]

mhmm Big Grin and before i move on, how would it be that i have a demo end screen like the demo of the dark descent ?
12-29-2013, 06:20 AM
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