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Amnesia Monster PathNodes
Cyphermur9t Offline
Junior Member

Posts: 38
Threads: 17
Joined: Jan 2013
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#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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Your Computer Offline
SCAN ME!

Posts: 3,456
Threads: 32
Joined: Jul 2011
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#2
RE: Amnesia Monster PathNodes

ShowEnemyPlayerPosition disregards path nodes.

Tutorials: From Noob to Pro
03-31-2013, 09:10 AM
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Cyphermur9t Offline
Junior Member

Posts: 38
Threads: 17
Joined: Jan 2013
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#3
RE: Amnesia Monster PathNodes

(03-31-2013, 09:10 AM)Your Computer Wrote: ShowEnemyPlayerPosition disregards path nodes.

So is there a way to make a monster chase a player around while not getting stuck anywhere?
03-31-2013, 09:18 AM
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FlawlessHappiness Offline
Posting Freak

Posts: 3,980
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#4
RE: Amnesia Monster PathNodes

Don't think so...
You can always make him spawn right behind the player. Problem is, would it be fair? And the player would also be able to escape the chase.

Trying is the first step to success.
03-31-2013, 10:07 AM
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