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Full Version: Darned monster doesn't move
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So I'm really new to this, so forgive me if I'm just doing something really stupid, but whenever I activate a monster in my level, it just stands there. I've got tons of path nodes scattered around, and I've given it some patrol nodes.

The only way I could get it to move was to do the ShowEnemyPlayerPosition, but that makes it run at a full sprint at me, I don't want that either.

Basically it spawns at the end of a long hallway when you hit a certain area trigger. I want it to come around the corner and start walking towards me.

Thanks for your patience!
It starts out in "wait" mode (I hate that mode!).

I've run some of the normal levels in debug mode, and when he starts out, it's in "patrol" mode. Why doesn't the monster in my level start out like that???
Are your PatrolNodes assigned to the monster entity?

In your .hps, put the code in OnStart().

Code:
void  AddEnemyPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation);

asName = name of the enemy you want to patrol along those nodes
asNodeName = name of the node
afWatTime = the time in seconds it stays at that node (0.0f by default)
asAnimation = special animation the entity calls when arriving at the node, leave empty (write "")
DON'T LOOK AT ME, I'M A MORON!!!!

I had invalid names for the patrol nodes. I was typing "pathNode_##" instead of "pathnode_##" (darned case-sensitivity!)

EDIT: Oh just saw your post Frontcannon. Thanks for the tips! I wasn't sure what those last two parameters were.
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ಠ_ಠ
(01-01-2011, 08:48 PM)Frontcannon Wrote: [ -> ]...



ಠ_ಠ

http://www.youtube.com/watch?v=C2-5mDyCKac#t=0m24s