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User avatar   24/7 Modder 24/7 ModderMember since: 16.06.2008, 22:11Posts: 4307Location: Oulu, Finland Likes: 6
 

 Post Topic: Re: making a AI spawnpoint that follows the PC
PostPosted 16.01.2012, 20:07 
Flowgraph looks ok to me. One possibility is if terrain where grunts are spawned is bumpy, and grunts are spawning below terrain.

As you suggested, sometimes rebuilding the flowgraph can help if nothing else fails...


Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -

  Beginner BeginnerMember since: 28.11.2010, 14:18Posts: 39 Likes: 0
 

 Post Topic: Re: making a AI spawnpoint that follows the PC
PostPosted 16.01.2012, 22:04 
Quote by Talvipakkanen:
Flowgraph looks ok to me. One possibility is if terrain where grunts are spawned is bumpy, and grunts are spawning below terrain.

As you suggested, sometimes rebuilding the flowgraph can help if nothing else fails...



Thank you very much for your FG and for your help and support. I create the FG again and its working. I dont how it is when you copy often Nodes?! Last time i did this. Now i dont copy and paste. I create each node.
And when i add a new library for archetypes this time i named the group of it too. So perhaps it this was the failure.
Again, thank you very much!
User avatar   24/7 Modder 24/7 ModderMember since: 16.06.2008, 22:11Posts: 4307Location: Oulu, Finland Likes: 6
 

 Post Topic: Re: making a AI spawnpoint that follows the PC
PostPosted 16.01.2012, 22:09 
Oh great :))

Copying nodes and creating archetypes without group should be ok, but main thing is issue got solved  :)


Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -