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Make enemies RUN to a patrol node instead of walk - Printable Version

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+---- Thread: Make enemies RUN to a patrol node instead of walk (/thread-22127.html)



Make enemies RUN to a patrol node instead of walk - richm0nkey - 07-14-2013

Question pretty much summed up in the title. I'm making a cinematic sequence where the player is hiding and I want to make it look like the enemy is running to them but instead of it finding the player it will run past as if chasing someone else.


RE: Make enemies RUN to a patrol node instead of walk - PutraenusAlivius - 07-14-2013

Code:
AddEnemyPatrolNode("MonsterName", "PatrolNodeName", 0.001f, "run");

That's the code. If you were to look at it, the last thing in that code is "run". In most times it was not used, like "". Why? That's because it's the animation on what the Monster uses to get to the Pathnode.


RE: Make enemies RUN to a patrol node instead of walk - richm0nkey - 07-14-2013

Ok thanks a lot for that one Big Grin


RE: Make enemies RUN to a patrol node instead of walk - FlawlessHappiness - 07-14-2013

But will it make it run, with the same speed? I'm not sure if it works. Tell us if it works.
Otherwise, create a new monster, where you overwrite the walk animation with the running animation. Then set the walk speed to the running speed.