path_waypoint

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This entity is lacking descriptions for keys.


path_waypoint
Type

point

Status

supported

 


Path_waypoint is a waypointing entity, mostly works correctly but suffers from few minor bugs. The most important feature of this entity is that monster following it would always finish his route, even when blocked, attacked, disturbed, after overriding his AI or revived.Use entity by specifying name of first path_waypoint in the monster/squadmaker/monstermaker "Path Name" keyvalue.

1 Keyvalues

Next Path_waypoint : target

Alternate Next Path_waypoint : alternate_target

Move to Position : movementtype

Move within Radius : radius

Face Waypoint Direction : useangles

Trigger on Arrival : trigger_on_arrival

Arrival Animation : arrival_animation

Trigger After Arrival Animation : trigger_after_arrival

Wait Activity : wait_activity

Wait Animation : wait_animation

Wait Time : wait_time

Wait Master : wait_master

Wait Here Until Full : waituntilfull

Departure Animation : departure_animation

Trigger on Departure : trigger_on_departure

Occupant Radius : occupant_radius_check

Maximum # Occupant : occupant_limit

Overflow Waypoint : overflow_waypoint

Force Waypoint Completion : force_complete

Trigger on Stop Condition : stop_trigger

Delay Before Return : restart_delay

2 Issues

When 'Wait Animation' is not specified, and wait activity is set to 'Play Wait Animation', monster will be playing it's last movement animation during wait time.
Monsters can be easily interrupted by blocking their way, interacting with them e.t.c. they will finish their route after dealing withinterruptions, but there is also possibility that they will start whole path from beggining instead of continuing from last node.When next waypoint is overflowed by 'Maximum # Occupant' monster that are waiting for free slot have problems with theiranimations.
Multiple monsters proceeding nodes with 'Maximum # Occupant' and animation set (e.g. 'Departure Animation' may cause issues with monster walking animation.