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Selective Pathnodes...
Kraggdog Offline
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Posts: 69
Threads: 12
Joined: Apr 2011
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#1
Selective Pathnodes...

So with path nodes. Will an enemy automatically use them or do you have to assign them?

I have a map with both a water lurker and a grunt but obviously I don't want them to use the same path nodes (it's possible to get the lurker out of the water).

I created the grunt first and have assigned some path nodes to him with:

AddEnemyPatrolNode("behind_grunt","PathNodeArea_1",0,"");

As this line is patrol... does this then give you control over which nodes the enemy uses? Do enemies automatically follow any nodes they come across unless given patrol nodes in the script?

I've looked at the scripting for the cellar archives and cannot find any patrol node scripts. Thought I would ask here to get some claification Smile

Thanks

P.S Currently my lurker is very easy to escape from but I think this is in part because it has no pathnodes to use if the player is able to get out of detection range fast enough.
04-13-2011, 09:22 AM
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Messages In This Thread
Selective Pathnodes... - by Kraggdog - 04-13-2011, 09:22 AM
RE: Selective Pathnodes... - by palistov - 04-13-2011, 05:15 PM
RE: Selective Pathnodes... - by Kraggdog - 04-14-2011, 08:29 AM
RE: Selective Pathnodes... - by palistov - 04-14-2011, 03:45 PM
RE: Selective Pathnodes... - by Kraggdog - 04-15-2011, 01:56 PM
RE: Selective Pathnodes... - by laser50 - 04-15-2011, 01:58 PM



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