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Full Version: Making a monster to run
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Hey!

I've made a room with a script which work in the way that when you stand in it a monster hallucination appears a few meters behind you. I've put out pathnodes and it works kind of how I want it to work. The only thing is, how do i make the monster run towards me? It walks pretty slowly and I think that making it run would be a bit scarier.
(10-16-2012, 03:26 PM)Storfigge Wrote: [ -> ]Hey!

I've made a room with a script which work in the way that when you stand in it a monster hallucination appears a few meters behind you. I've put out pathnodes and it works kind of how I want it to work. The only thing is, how do i make the monster run towards me? It walks pretty slowly and I think that making it run would be a bit scarier.
just put this in your function

ShowEnemyPlayerPosition("name of the monster");

It will make the monster run straight towards the player
Can i ask a question in your thread? Since your've gotten the answer...

How do i make the monster run, without him seeing me?
Can i choose it in the: AddEnemyPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation); ?


Will setting the animation to run, make him move faster?
(10-16-2012, 05:28 PM)beecake Wrote: [ -> ]Can i ask a question in your thread? Since your've gotten the answer...

How do i make the monster run, without him seeing me?
Can i choose it in the: AddEnemyPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation); ?


Will setting the animation to run, make him move faster?
No, that won't work. By using pathnodes, he'll patrol along them, in a walking state.

You can modify the variables of the entity (the walk speed and set it to the run speed's number), save the modified entity, then when you create the grunt (or brute), then just select the modified ent file that you created.

This is what I did long ago, and it worked for me.
Ok.. so i cannot make him stop "running" again...