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Thread: Resuming path movement

  1. #1
    RayMarble
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    Resuming path movement

    I have some NPCs on path movement strolling around. They should stop and look in a certain direction when an event happens (which is pretty easy) - but then resume their path movement after the event that attracted their attention is gone. What`s the best way to go about it?

  2. #2
    Clicker Multimedia Fusion 2
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    Re: Resuming path movement

    Set in the path movement to move them one pixel in the direction you want them to look at.

  3. #3
    RayMarble
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    Re: Resuming path movement

    Sorry I don`t understand...

    In any case, the problem is in resuming the path movement - if I just stop the movement, make the NPC look in a certain direction and then start the movement again, the character is going to be turned in the direction he was looking at until he reaches the next node.

    I remember trying to store the direction the NPC is facing while still following the path movement, then stopping him and making him look in the desired direction as long as needed, then loading the original direction again and resuming path movement but that didn`t work for some reason...

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    Re: Resuming path movement

    Use Stop/Start movement. Or is there a problem with this method?

    Edit:
    See the problem now... Gonna see if I can find a solution.

    Edit:
    Saving the direction to an Alterable Value and restoring it when starting again works fine for me...

  5. #5
    RayMarble
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    Re: Resuming path movement

    I wrote everything from scratch and now it works. Not realy sure what was wrong before.

    thanks

  6. #6
    RayMarble
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    Re: Resuming path movement

    I finally found out what the problem was - some of the characters had pauses set in some nodes! So after being stopped, the objects would continue to walk by themselves before loading the "original direction" from the variable, resulting in them walking backwards and other odd situations.

    What I had was this:

    "stop NPC" event:
    store NPC direction
    stop movement.

    (some other events)

    "resume NPC movement" event:
    load NPC direction
    start movement

    So if it so happened that I stopped the NPC a few seconds before the current node pause expired, it would resume movement before the "resume NPC movement" event happened and loaded the direction.

    For now I'll just avoid using pauses, it's less hassle than making "if movement reached a node" event for every node that has a pause assigned until there's a better idea. The problem is, the nodes in path movement do not visibly say whether they're paused unless you click on them and manually check it and obviously documenting all the pauses in all the nodes is a huge hassle...

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