06-28-2012, 01:16 PM
Hello,
I thought I read somewhere that once a Grunt finished it's Path (Path Nodes), if the player isn't looking at it, it should disappear? Or do I have to program it disappearing myself? I currently have this, which triggers from a player walking into an area:
Once it reaches node 16, it just starts walking aimlessly into a wall, and sometimes bugging out and spinning around in circles. I have double and triple checked the path nodes, and they are all correct, I'm just confused as to why he doesn't disappear after touching node 16?
Thanks,
Cyfiawn
EDIT 2.1: Edit 1+2 didn't work...gunna remake the nodes and script from scratch. >_>
I thought I read somewhere that once a Grunt finished it's Path (Path Nodes), if the player isn't looking at it, it should disappear? Or do I have to program it disappearing myself? I currently have this, which triggers from a player walking into an area:
PHP Code:
void ZombieTrigger(string &in asParent, string &in asChild, int alState){
AddEnemyPatrolNode("Zombie_Spawn_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("Zombie_Spawn_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("Zombie_Spawn_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("Zombie_Spawn_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("Zombie_Spawn_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("Zombie_Spawn_1", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("Zombie_Spawn_1", "PathNodeArea_15", 0, "");
AddEnemyPatrolNode("Zombie_Spawn_1", "PathNodeArea_16", 0, "");
SetEntityActive("Zombie_Spawn_1", true);
}
Once it reaches node 16, it just starts walking aimlessly into a wall, and sometimes bugging out and spinning around in circles. I have double and triple checked the path nodes, and they are all correct, I'm just confused as to why he doesn't disappear after touching node 16?
Thanks,
Cyfiawn
EDIT 2.1: Edit 1+2 didn't work...gunna remake the nodes and script from scratch. >_>