Difference between revisions of "Path waypoint"

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(Import of converted entguide pages from Sven Manor.)
 
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<center><big>This entity is lacking descriptions for keys.</big></center>
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{{Entity_Infobox
 
{{Entity_Infobox
 
| title=
 
| title=
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== Keyvalues ==
 
== Keyvalues ==
  
{{Entity_keyvalue|Next Path_waypoint|target|"Alternate Next Path_waypoint", alternate_target :}}
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{{Entity_keyvalue|Next Path_waypoint|target}}
{{Entity_keyvalue|Move to Position|movementtype|"Move within Radius", radius :}}
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{{Entity_keyvalue|Alternate Next Path_waypoint|alternate_target}}
{{Entity_keyvalue|Face Waypoint Direction|useangles|"Trigger on Arrival", trigger_on_arrival :}}
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{{Entity_keyvalue|Move to Position|movementtype|}}
{{Entity_keyvalue|Arrival Animation|arrival_animation|"Trigger After Arrival Animation", trigger_after_arrival :}}
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{{Entity_keyvalue|Move within Radius|radius}}
{{Entity_keyvalue|Wait Activity|wait_activity|"Wait Animation", wait_animation :}}
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{{Entity_keyvalue|Face Waypoint Direction|useangles|}}
{{Entity_keyvalue|Wait Time|wait_time|"Wait Master", wait_master :}}
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{{Entity_keyvalue|Trigger on Arrival|trigger_on_arrival|}}
{{Entity_keyvalue|Wait Here Until Full|waituntilfull|"Departure Animation", departure_animation :}}
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{{Entity_keyvalue|Arrival Animation|arrival_animation}}
{{Entity_keyvalue|Trigger on Departure|trigger_on_departure|"Occupant Radius", occupant_radius_check :}}
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{{Entity_keyvalue|Trigger After Arrival Animation|trigger_after_arrival}}
{{Entity_keyvalue|Maximum # Occupant|occupant_limit|"Overflow Waypoint", overflow_waypoint :}}
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{{Entity_keyvalue|Wait Activity|wait_activity|}}
{{Entity_keyvalue|Force Waypoint Completion|force_complete|"Trigger on Stop Condition", stop_trigger :}}
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{{Entity_keyvalue|Wait Animation|wait_animation}}
{{Entity_keyvalue|Delay Before Return|restart_delay|== Issues ==
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{{Entity_keyvalue|Wait Time|wait_time|}}
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{{Entity_keyvalue|Wait Master|wait_master}}
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{{Entity_keyvalue|Wait Here Until Full|waituntilfull|}}
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{{Entity_keyvalue|Departure Animation|departure_animation}}
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{{Entity_keyvalue|Trigger on Departure|trigger_on_departure|}}
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{{Entity_keyvalue|Occupant Radius|occupant_radius_check}}
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{{Entity_keyvalue|Maximum # Occupant|occupant_limit}}
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{{Entity_keyvalue|Overflow Waypoint|overflow_waypoint}}
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{{Entity_keyvalue|Force Waypoint Completion|force_complete}}
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{{Entity_keyvalue|Trigger on Stop Condition|stop_trigger}}
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{{Entity_keyvalue|Delay Before Return|restart_delay|}}
  
When 'Wait Animation' is not specified, and wait activity is set to 'Play Wait Animation', monster will be playing it's last movement
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== Issues ==
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 with
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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.
interruptions, 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 their
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<br>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.
animations.Multiple monsters proceeding nodes with 'Maximum # Occupant' and animation set (e.g. 'Departure Animation' may cause issues
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<br>Multiple monsters proceeding nodes with 'Maximum # Occupant' and animation set (e.g. 'Departure Animation' may cause issues with monster walking animation.
with monster walking animation.}}
 
  
 
{{entity_title}}
 
{{entity_title}}

Latest revision as of 19:25, 13 May 2023

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.