(04-26-2012, 08:03 AM)TeamSD Wrote: This is just a brief help. Basically you could set unscripted pathnodes to the room where you trigger the monster/player hides. When monster arrives to the room it starts to look for the player from the place you were during activating the trigger. After herpderbing a while, monster just stands there unless there is a pathnode nearby.
Place some pathnodes out of the room and to the end of all these pathnodes set up a area where the monster disappears. For example
SetEntityActive("Monster_Grunt", false);
Note that pathnodes can work without scripting. I recall using this method in one of my earliest custom stories.
Try it out. Hope it works.
Ah, I'll be sure to try it out. I thought you had to script it all, hehe.
But I did put some around and I didn't see him moving around.
Alright, so
////////////////////////////
// Run when entering map
void OnStart()
{
SetEntityPlayerInteractCallback("scareactive2", "OnPickup", true);
}
void OnPickup(string &in asEntity)
{
SetEntityActive ("Monster_Grunt", true);
ShowEnemyPlayerPosition ("Monster_Grunt");
AddTimer("monsterstart", 90.0f, "byegrunt");
}
void byegrunt(string &in asTimer)
{
SetEntityActive ("Monster_Grunt", false);
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
Works!
Now all I need to know is how to make the monster follow the paths! so if anyone could help with this, I'd appreciate it.