Apaches following paths/wandering on node graphs

Apaches following paths/wandering on node graphs

Re: Apaches following paths/wandering on node graphs Posted by Condus Mundus on Tue May 25th 2010 at 1:09am
Condus Mundus
169 posts
Posted 2010-05-25 1:09am
169 posts 118 snarkmarks Registered: Apr 24th 2010 Occupation: Thinking up random profile details Location: Forty minutes south of Nowhere.
Ok first off the game is Sven Co-op, I can't make a account on Sven Co-op's website(have to wait a while to get it to work) and I need help.

I made a medium sized map(inspired by 2bases), a few buildings for the players to guard, multiple places for grunts to spawn, made a node graph so they don't act like retards and am trying to get an apache to fly above the buildings. The only problem is that the apache will sit above one of the two buildings(the one with all the players in it) and just sits there and lets itself get shot down. I also can't make it use wandering nodes because I'm having it spawn through a monster_maker.

So I was wondering if its possible to get it to follow a path. I have tried a million and a half things(almost not an understatement) such as triggers that target the Apache and tell it to attach to a path through the "Target Path" parameter in the trigger_multiple(and other variants).

Thanks in advance :hee:
Now remember kids. Asking questions is a good way to get censored by the government.
Re: Apaches following paths/wandering on node graphs Posted by Condus Mundus on Tue May 25th 2010 at 9:47am
Condus Mundus
169 posts
Posted 2010-05-25 9:47am
169 posts 118 snarkmarks Registered: Apr 24th 2010 Occupation: Thinking up random profile details Location: Forty minutes south of Nowhere.
Sheesh, it took me 3 solid hours of fruitless searching until I finally stumbled upon this little snippet in a ancient article right here at the snarkpit.
("Bringing your map to life" by Xen)
Patrolling enemies - I don't know about you, but usually in battles, both the good guys and bad guys are moving around looking for each other. Every NPC can be set to patrol (Using their target property) along path_corners. When they see the player (If they are enemies), they will stop patrolling and start chasing you! Now imagine mixing this with a garg!
So what I did was had the monster_maker use the "Target on Release" property to target a trigger_changetarget that told the Apache to target(run on/follow) the path I had setup. It may sound a bit complex, but in VHE it looks soooooo sickeningly simple.

So anyway... :hee:
Now remember kids. Asking questions is a good way to get censored by the government.