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hpl2:tutorials:script:monsterpathnodes [2013/06/12 22:00] yourcomputer Corrected some information and updated it to make it more accurate |
hpl2:tutorials:script:monsterpathnodes [2013/06/12 22:15] (current) yourcomputer [Loops] |
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//asAnimation //- The animation the enemy uses when reaching the path node (this, however, provides no results, so just leave it blank) | //asAnimation //- The animation the enemy uses when reaching the path node (this, however, provides no results, so just leave it blank) | ||
- | ====== Loops ====== | + | ====== Infinite Loops ====== |
- | It is possible to make the monster to follow a set of patrol nodes and never stop repeating them until the monster is disabled manually by ''SetEntityActive'' or until the player is out of the monster's activation distance. Before the release of Justine, people had relied on continuously adding path nodes to the monster while having increased the monster's activation distance to a large amount, therefore the monster never reaches the final path node in its memory and so never given a chance to auto-disable and the player is always within its activation distance. Since the release of Justine, we've had the option to disable "auto-disable on final path node" for the monster. By default, the enemy suitors ''Basile'' and ''Malo'' have auto-disable disabled for them. In order to do the same for other monsters, you need to manually edit the ENT file for the monster. | + | It is possible to make the monster to follow a set of patrol nodes and never stop repeating them until the monster is disabled manually by ''SetEntityActive'' or until the player is out of the monster's activation distance. By default, monsters will automatically loop through the path nodes assigned to them, but there are many factors that would cause them to auto-disable before then. Before the release of Justine, people had relied on continuously adding path nodes to the monster while having increased the monster's activation distance to a large amount, therefore the monster never reaches the final path node in its memory and so never given a chance to auto-disable and the player is always within its activation distance. Since the release of Justine, we've had the option to disable "auto-disable on final path node" for the monster. By default, the enemy suitors ''Basile'' and ''Malo'' have auto-disable disabled for them. In order to do the same for other monsters, you need to manually edit the ENT file for the monster. |
<note warning>Never modify the original Amensia content without first making a separate copy which you can safely modify for your own purposes!</note> | <note warning>Never modify the original Amensia content without first making a separate copy which you can safely modify for your own purposes!</note> |