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Script Help Enemy Patroling and Disapearing: Help!
TeamSD Offline
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Joined: Apr 2012
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#18
RE: Enemy Patroling and Disapearing: Help!

(04-27-2012, 08:02 AM)Cocomunches Wrote:
(04-27-2012, 07:56 AM)TeamSD Wrote:
(04-27-2012, 07:38 AM)Cocomunches Wrote:
(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.
So how do path nodes work WITHOUT scripting then? I'd like to halfass it before I take time scripting, haha.
I'll save some time and link you to this thread.

http://www.frictionalgames.com/forum/thread-8794.html

It might give you the right idea what im trying to tell you. Big Grin
I am sorry, but it's not quite painting the picture of what I am suppose to do.
Basically enemies behaviour goes like this.

If you only have one (scripted) path that enemy follows he does that untilt it reaches the last one. Then it just stands there.

If the enemy sees the player in middle of that path it starts to chase the player. If player succeeds to hide, monster does not know what to do next. Probably it will just stand there or try to go through pillars or some furniture. It has no path. This is where unscripted pathnodes come to play. It takes the nearest one and starts to follow them. This avoids the situation where player is hiding in a closet and grunt is just chilling around basically making it impossible to proceed. This is a sign on bad monster setting.

So what you should do IMO is;

Script one path that the enemy follows mainly and put some unscripted pathnodes for it to find a way back to that path (in case it looses the track). So I really recommend you script some pathnodes, you just don't have to script them all.

Explaining things is never easy to me.


04-27-2012, 08:18 AM
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RE: Enemy Patroling and Disapearing: Help! - by TeamSD - 04-27-2012, 08:18 AM



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