02-03-2014, 07:05 PM
I was going to make some jumpscares in my story, and I'm just wondering if this is possible to make a monster run to the pathnode, not just walk but run. Should I use "PlayPropAnimation" func?
(02-03-2014, 07:05 PM)Lazzer Wrote: [ -> ]I was going to make some jumpscares in my story, and I'm just wondering if this is possible to make a monster run to the pathnode, not just walk but run. Should I use "PlayPropAnimation" func?
(02-03-2014, 07:21 PM)Badcat5550 Wrote: [ -> ](02-03-2014, 07:05 PM)Lazzer Wrote: [ -> ]I was going to make some jumpscares in my story, and I'm just wondering if this is possible to make a monster run to the pathnode, not just walk but run. Should I use "PlayPropAnimation" func?
I think you want it just like what happened in the sewer in the original amnesia. when you click on the door, the brute starts running not walking. I think it's a hunt mode, where the enemy starts chasing when it gets spawned, maybe you can see what code they did in the script of the sewer where the brute starts chasing you when it gets spawned, if that's what you want.
void AddEnemyPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation);
(02-03-2014, 07:29 PM)Badcat5550 Wrote: [ -> ]On the engine scripts it says
Code:void AddEnemyPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation);
Adds a patrol node to the enemy's path.
asName - internal name of the enemy
asNodeName - path node
afWaitTime - time in seconds that the enemy waits at the path node before continuing
asAnimation - the animation the enemy uses when reaching the path node
where it says "asAnimation - the animation the enemy uses when reaching the path node"
maybe you can do a running animation when he reaches the pathnode, sorry if I'm wrong but maybe I'm not
Quote:SetEntityActive("PigRunAfter", true);The ( streets_sc7_cloth ) is the .anm inside the enemy\animations folder.
AddEnemyPatrolNode("PigRunAfter", "PathNodeArea_6", 2, "");
PlayPropAnimation("PigRunAfter", "streets_sc7_cloth", 0.0f, false, "");
(02-03-2014, 11:45 PM)Streetboat Wrote: [ -> ]You have to create a new enemy entity in the model editor and save it as a different name. Then go into animations and change his walk animation to use the run one, and increase his walk speed to match it. Then call that entity into effect when you want him to run his pathnode.