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hpl2:tutorials:script:monsterpathnodes

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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>​
hpl2/tutorials/script/monsterpathnodes.txt ยท Last modified: 2013/06/12 22:15 by yourcomputer