Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Enemy patrol nodes not added
Your Computer Offline
SCAN ME!

Posts: 3,456
Threads: 32
Joined: Jul 2011
Reputation: 235
#6
RE: Enemy patrol nodes not added

Well, this is only required for Amnesia's Creed (which will be part of Teamnesia), and the goal is to avoid long pauses caused by deaths (i.e. death hints) and loading--that is, after the main course has been initiated (since that is the only time the player would be prone to failure). Reloading the map and using, perhaps, local variables to keep track of checkpoints is more than what i am willing to put the player through.

Also, would you happen to know if the other enemy types available in the model editor can follow path nodes? I don't really need a monster that can attack the player (in fact, i would prefer if it didn't, at least for the part i'm working on), i just need one that can follow path nodes and reacts to the player by temporarily disregarding the path nodes. I know the graveyard corpse reacts to the player and doesn't attack the player, but i haven't tested if it can be reset or made to follow path nodes.

Tutorials: From Noob to Pro
(This post was last modified: 09-20-2011, 08:58 PM by Your Computer.)
09-20-2011, 08:57 PM
Website Find


Messages In This Thread
Enemy patrol nodes not added - by Your Computer - 09-20-2011, 07:55 AM
RE: Enemy patrol nodes not added - by Tanshaydar - 09-20-2011, 02:30 PM
RE: Enemy patrol nodes not added - by Apjjm - 09-20-2011, 03:05 PM
RE: Enemy patrol nodes not added - by Apjjm - 09-20-2011, 08:34 PM
RE: Enemy patrol nodes not added - by Your Computer - 09-20-2011, 08:57 PM
RE: Enemy patrol nodes not added - by Apjjm - 09-20-2011, 09:41 PM
RE: Enemy patrol nodes not added - by GraphicsKid - 09-21-2011, 11:16 PM



Users browsing this thread: 1 Guest(s)