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Waterlurker (Kaernk) pathnode - Printable Version

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+---- Thread: Waterlurker (Kaernk) pathnode (/thread-15321.html)



Waterlurker (Kaernk) pathnode - FlawlessHappiness - 05-07-2012

Yea so i know there have been more threads with these question, but i never really got an answer...

I know how to give a monster pathnodes and so on. I know they can't cut corners so i will have to give the waterlurker a pathnode, so it doesnt just get stuck between boxes... But i guess when it finishes its pathnodes it will disappear.

Read about the looping of pathnodes, but all i got was:

SetEntityActive("servant_grunt_1",true);
for (int i = 1; i <11; i++)
{
int x = i;
if (i == 1)
{
x = 2;
}
if (i == 10)
{
x = 4;
}
if (i != 1 || i != 10)
{
x = 0;
}

This makes no sence to me. Could somebody please explain to me what the values means? So i can put my own informations in the script? Smile


RE: Waterlurker (Kaernk) pathnode - Your Computer - 05-07-2012

If the monster does not deactive or if the player is looking at the monster, then the monster will loop on the patrol nodes given to it. Waterlurkers are a different type of monster, and they follow sound, not path nodes.


RE: Waterlurker (Kaernk) pathnode - FlawlessHappiness - 05-07-2012

So how do I make the lurker no get stuck in a corner made of a box and a wall? I've seen the water monster go through a doorway and not directly knocking itself into the wall.. What can i do?