path_waypoint
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.