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Full Version: Block enemy's, how?
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Okay, because i'm making a custom story.. I need to ask some question...

In this post i need to ask?

How to block enemy's so they can't that way i want ...

I mean, like a waterlurker doesn't go the stair's up?

Any idea's please post. Thank you...

P.S.: I tryed with the blockbox, but the box block's me too..

Confused
I dont know what you mean but I think you want path nodes.
(06-11-2011, 02:30 PM)WatzUpzPeepz Wrote: [ -> ]I dont know what you mean but I think you want path nodes.

No,no i want to make like. The enemy cant go through the door because i put there an area which blocks the enemy.
In that case I dont know.
Try block boxes. Under entities > technical. If the regular block boxes won't work, try the block_box_nonchar ones. If this causes issues with the player being unable to pass, create a callback that activates the block box once the player passes it, so the monster won't be able to follow the player. You can also script it both ways so the box deactivates if the player wants to go back towards the monster area.

A lot of game functionality will need scripting anyways so. Good luck Smile
(06-11-2011, 03:36 PM)palistov Wrote: [ -> ]Try block boxes. Under entities > technical. If the regular block boxes won't work, try the block_box_nonchar ones. If this causes issues with the player being unable to pass, create a callback that activates the block box once the player passes it, so the monster won't be able to follow the player. You can also script it both ways so the box deactivates if the player wants to go back towards the monster area.

A lot of game functionality will need scripting anyways so. Good luck Smile

Okay, thanks i have an really nice idea.. Thank you again.. Smile hehe
I would use
Code:
SetEnemyDisableTriggers(string& asName, bool abX);
this stops all enemy activity and it'll just stand there. Use it with
a area collide with your monster.

E.g.
Code:
AddEntityCollideCallback("monstername", "ScriptArea", "yourfunc", true, 1);
Code:
void yourfunc (string &in asParent, string &in asChild, int alState)
{
    SetEnemyDisableTriggers("monstername", true);
}
DarkEagle use X4anco's method it wont look wierd because using blockboxes will make the monster still run at you even if its not moving.
(06-11-2011, 06:27 PM)WatzUpzPeepz Wrote: [ -> ]DarkEagle use X4anco's method it wont look wierd because using blockboxes will make the monster still run at you even if its not moving.

Thank you, i will use it for my mod... But by now i use my nice idea... Because when the monster tryies to catch he can't... He can't go up! That mean's i'm stopping him somehow... By the way:
Thank you all for the help... This is really a nice community. Thank you all again.. Angel Smile

Have a nice day.. Smile