Currently supported Path Entities

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Originally written by Ishtvan on http://forums.thedarkmod.com/topic/3006

For extended information on how to use these entities in your map, see Path Nodes.


Path entities (or path nodes) are how you set up AI patrols, AIs turning in place, AIs waiting at a particular point for a while before moving on, AIs randomly switching between two patrol routes, and all combinations of those things.

The following path_* entities should work, but have not been extensively tested:

Supported

  • path_corner (this one's been tested). AI will walk to this point (make sure this entity is on the ground and a place AI can get to).
  • path_anim (plays an anim once when the AI gets to this point in space, then goes on to the next path entity when the anim is done playing)
  • path_cycleanim (stays in place and loops an anim, either for a specified amount of time or until triggered)
  • path_lookat (for the next wait seconds, turn head to look at the entity given by the focus spawnarg (defaults to looking at the path_lookat entity itself). Immediately keep moving to next path_* in sequence.)
  • path_turn Turns in place to face a chosen direction. Give it the property angle from 0 to 360 with the direction you wish the player to be facing, eg, as follows in plan (top) view...
    • 0 = East (X)
    • 90 = North (Y)
    • 180 = West (-X)
    • 270 = South (-Y)
    • 360 = East(X)

It might also default to facing the path_turn entity itself. Try also focus with an entity name to get it to face that entity (not tried)

  • path_wait ( waits, standing completely motionless at a given place for a given amount of time, then moves to next path_* ) - (tested OK - Fidcal)
  • path_waitfortrigger ( waits at a given place until triggered, then moves to next path_* )
  • path_hide (deactivates and stops rendering the AI)
  • path_show (starts rendering the AI)
  • path_attack (Used to script AI attacking a particular enemy, for scripted sequences I guess. AI will continue on to the next path entity if it kills the enemy)
  • path_interact This lets the AI interact with an entity (for example a button) in a similar way to frobbing. This will only work for buttons etc, but not for inventory items and moevables. The AI will stop and look at the entiy while interacting, but not walk to it, so a path_corner next to the entity is required.

For more information, see the editor usage tab for each of these entities.

Not yet supported

  • void path_conversation_listen();
  • void path_conversation();
  • void path_headanim();
  • void path_talk();
  • void path_talk_triggered();
  • void path_talk_primary();
  • void path_talk_secondary();
  • void path_waitforheadanim();
  • void path_jump();
  • path_default (not sure if this was even meant to be used)
  • path_sentry_* These only apply to D3 sentry robots, so there's no reason these should be on DarkMod AI. (Maybe we can use some them though if they're useful for certain AI behaviors, like telling characters when to lead the player and when to leave the player behind)

(See also Follow Me:AI Leads Player)