Adding NPC
by Charles Thompson · in Torque Game Engine · 10/12/2008 (8:34 am) · 3 replies
This has to be a stupid question but I can't seem to find it. I loaded up the stronghold mission then went to the new mission template. Added in cottage, relighted the scene, adjusted the terrain so that it sat perfectly, painted the terrain so it looked good. So far everything is going all right. I then add in a path, then set markers as sub points and I can see the little green path between the two points. All is still going well.
Now for the problem, I add in another player object and under dynamic fields I add the field "path" with the value "MissionGroup/pathgroup/number1pathpoint" and then it does nothing at all. Thoughts?
Now for the problem, I add in another player object and under dynamic fields I add the field "path" with the value "MissionGroup/pathgroup/number1pathpoint" and then it does nothing at all. Thoughts?
#2
10/12/2008 (1:44 pm)
Where would I do that at? Sorry for my lack of knowledge but the getting started tutorials I could find for TGEA were severely lacking. If you know of some that could probably assist I have no problem doing the work myself. Thanks for your time.
#3
THESE TUTORIALS are old but still relevant for Torque. There is one for Bot Path-Finding.
10/12/2008 (2:03 pm)
For TGEa the examples for AI paths will be in the Stronghold game (which is the starter.fps) in the missions Stronghold and Barebones. And the path following behavior is controlled in aiPlayer.cs AIPlayer::spawnOnPath(%name,%path)THESE TUTORIALS are old but still relevant for Torque. There is one for Bot Path-Finding.
Torque Owner Nathan Kent
Try calling that.