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Path nodes ain't showing up!
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GraphicsKid Offline
Senior Member

Posts: 255
Joined: Dec 2010
Reputation: 1
Post: #11
RE: Path nodes ain't showing up!
Oh the nodes are definitely added alright. When I replace
CreateEntityAtArea(x,"servant_grunt_noSound.ent","gruntSpawn",false);
with
SetEntityActive("mazeGrunt_preplaced",true);
it works just fine... leading me to conclude that you can't create functional enemies in this way. I've even tried doing
SetEntityActive(x,false);
SetEntityActive(x,true);
right after it's created, but that didn't do anything.

Hang on a sec, I've got another theory I want to test out: jens jens jens jens jens. Now let's sit back and see what happens.
06-02-2011 04:33 PM
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palistov Offline
Posting Freak

Posts: 1,173
Joined: Mar 2011
Reputation: 56
Post: #12
RE: Path nodes ain't showing up!
This is just a shot in the dark, but try ResetProp("scary_mofo_grunt"); right after he fades to smoke. (where scary_mofo_grunt is obviously your grunt's internal name).

06-02-2011 10:00 PM
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GraphicsKid Offline
Senior Member

Posts: 255
Joined: Dec 2010
Reputation: 1
Post: #13
RE: Path nodes ain't showing up!
Reset prop didn't do it for me. Oh well.

Unless a better solution comes up, I'm just going to ghetto-rig this thing by having 256 grunts stacked up in one spot, and a new one getting activated each time. If it takes them 256 tries... I don't care, they can go on. Angel
06-03-2011 08:50 PM
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