Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To ensure that an antlion actually tries to get from point A to point B, when you spawn an antlion with npc_antlion_template_maker you can set a 'fight target' (which can be any entity, usually an info_target). You can also send a 'FightToPosition' input directly to an antlion.
plz keep in mind im newish to source, and completely new to this area of it. any help greatly appreciated!
THANKZ!
You may also need to put a grass or sand surface near it, and an info_node over that.
Also you can you use the "JumpAtTarget, so when the jump is finished the npc return on the main Ai , and gather for new condition.
If the Antlion get the Cond_SEE_Player so the antlion in NPC_State_Combat.
and just after, if he get the COND_CAN_MELEE_ATTACK1 will perfom the meleeattack 1
or if the antlions gets the Cond_CAN_MELEE_ATTACK2 ( pounce)
the condition depend on the distance of the Player/enemy.
it's helpful to know how is build the npc AI in the source code.
Well i hope it was helpfull for you too.