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Enemy Patrol Problem
Neelke Offline
Senior Member

Posts: 668
Threads: 82
Joined: Apr 2013
Reputation: 26
#2
RE: Enemy Patrol Problem

Just a question here. Why would you need such big activation distance? And besides, if that don't work, try to just add a script at the last pathnode the enemy takes.

For example:

This triggers
void GruntPatrolNode(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("nomusic_grunt_1", true);

AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_27", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_21", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_18", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_31", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_17", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_14", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_4", 0, "");
}

void LoopGruntPatrol(string &in asParent, string &in asChild, int alState)
{
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_27", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_21", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_18", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_31", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_17", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_14", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("nomusic_grunt_1", "PathNodeArea_4", 0, "");
}

void OnStart()
{
AddEntityCollideCallback("Player", "AreaStartGrunt", "GruntPatrolNode", true, 1);
AddEntityCollideCallback("nomusic_grunt_1", "AreaGruntLoopPatrol", "LoopGruntPatrol", false, 1);
}
(This post was last modified: 12-14-2013, 12:09 PM by Neelke.)
12-14-2013, 12:07 PM
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Messages In This Thread
Enemy Patrol Problem - by pawsUp1703 - 12-13-2013, 05:29 PM
RE: Enemy Patrol Problem - by Neelke - 12-14-2013, 12:07 PM



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