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Amnesia Monster PathNodes
Cyphermur9t Offline
Junior Member

Posts: 38
Threads: 17
Joined: Jan 2013
Reputation: 2
#1
Amnesia Monster PathNodes

I have unscripted PathNodes for a water lurker which seems to work just fine. If I'm at the opposite end of the map, it can navigate around all obstacles and walls and make it to my position. But the same thing can't be said about my Grunt Monsters. For some reason when they chase, they just can't seem to navigate around walls and get stuck, ultimately making them disappear.

I'm just wondering if there's something I'm missing or not scripting right.

I have path nodes set up nicely and close together so it should find me easily.

Spoiler below!
[Image: helpgi.jpg]

It's simple code.
PHP Code: (Select All)
void OnStart()
{
AddEntityCollideCallback("Player""ScriptArea_4""FUNCTION3"true1); //activates the monster.
}

//////////

void FUNCTION3 (string &in asParentstring &in asChildint alState)
{
    
SetPropHealth("mansion_1"0.0f);
    
SetEntityActive("servant_grunt_1"true);
    
ShowEnemyPlayerPosition("servant_grunt_1");


The code and picture should sum up my conundrum.
03-31-2013, 08:56 AM
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Messages In This Thread
Amnesia Monster PathNodes - by Cyphermur9t - 03-31-2013, 08:56 AM
RE: Amnesia Monster PathNodes - by Your Computer - 03-31-2013, 09:10 AM
RE: Amnesia Monster PathNodes - by Cyphermur9t - 03-31-2013, 09:18 AM



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