Script for a PathNode?
by Mark Storer · in Torque Game Engine · 02/19/2004 (9:51 am) · 2 replies
Is it even possible to attach script to a PathNode?
According to the online class heirarchy a path node isn't even a SimObject, yet you can create one in the editor, which I understand requires a "Create()" function, right?
According to the online class heirarchy a path node isn't even a SimObject, yet you can create one in the editor, which I understand requires a "Create()" function, right?
About the author
#2
But I can't seem to put one simgroup inside another... So I was hoping to put the OnTriggerTick directly into the path node.
And then I found that pathnode is just a struct, not descended from SimObject at all.
So now I'm confused.
02/20/2004 (3:18 pm)
The actual goal (which has since been set aside for this little tangent) is to spawn an AIPlayer when a player enters a trigger. I initially thought about setting a OnTriggerTick (or whatever it's called), on the pathnode, along with a datablock describing the enemy to be spawned.But I can't seem to put one simgroup inside another... So I was hoping to put the OnTriggerTick directly into the path node.
And then I found that pathnode is just a struct, not descended from SimObject at all.
So now I'm confused.
Torque Owner Mehmet Kizil