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ShowEnemyPlayerPosition
JenniferOrange Offline
Senior Member

Posts: 424
Threads: 43
Joined: Jun 2011
Reputation: 33
#4
RE: ShowEnemyPlayerPosition

ShowEnemyPlayerPosition does not use pathnodes, making this true is like putting a beacon on the player; no matter where he runs the monster will always find him. If you want your monster to follow a certain path, use the command AddEnemyPatrolNode. Which is
void AddEnemyPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation);
The first parameter is the internal name of the enemy, the second parameter is the name of the pathnode, the third parameter is the time in seconds that the monster waits at the pathnode until he continues, and the last parameter is the animation played when the enemy reaches the pathnode. I'm not an expert on this because I don't use monsters in my custom stories, but I'd assume it'd look like this:
AddEnemyPatrolNode("monster_name", "pathnode_name", 5, "animation_name");
To add multiple pathnodes, I think you just duplicate that command for as many times as you need it. When you're done with the monster and he doesn't need to use his patrol path anymore, use the command ClearEnemyPatrolNodes(string& asEnemyName); Enemy name being obviously the name of the enemy. I hope this works for you, tell me if you get any errors and I'll try my best to help you!

Ba-da bing, ba-da boom.
07-02-2011, 10:29 PM
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Messages In This Thread
ShowEnemyPlayerPosition - by Hardarm - 07-02-2011, 04:03 PM
RE: ShowEnemyPlayerPosition - by Hardarm - 07-02-2011, 07:13 PM
RE: ShowEnemyPlayerPosition - by WatzUpzPeepz - 07-02-2011, 10:17 PM
RE: ShowEnemyPlayerPosition - by JenniferOrange - 07-02-2011, 10:29 PM
RE: ShowEnemyPlayerPosition - by palistov - 07-02-2011, 10:36 PM
RE: ShowEnemyPlayerPosition - by JenniferOrange - 07-02-2011, 10:49 PM
RE: ShowEnemyPlayerPosition - by Hardarm - 07-03-2011, 12:23 AM
RE: ShowEnemyPlayerPosition - by palistov - 07-03-2011, 01:08 AM



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