Aquaterion Posted April 4, 2016 Share Posted April 4, 2016 (edited) Is there anyway to force a "mob" to keep moving and never "idle"? I am using the behaviour "wander" and trying to put minwalktime and minwaittime didn't really help Edited April 4, 2016 by Aquaterion Link to comment https://forums.kleientertainment.com/forums/topic/66063-force-entity-to-move/ Share on other sites More sharing options...
DarkXero Posted April 6, 2016 Share Posted April 6, 2016 Well yeah, look at the part that makes it hold the position. self:Wait(self.times.minwaittime+math.random()*self.times.randwaittime) You have to edit the randwaittime too. AddBrainPostInit("leifbrain", function(brain) -- Wander behaviour brain.bt.root.children[3].times.minwaittime = 0 brain.bt.root.children[3].times.randwaittime = 0 end) minwalktime makes the entity walk more in a direction. Link to comment https://forums.kleientertainment.com/forums/topic/66063-force-entity-to-move/#findComment-745272 Share on other sites More sharing options...
Aquaterion Posted April 6, 2016 Author Share Posted April 6, 2016 (edited) 6 hours ago, DarkXero said: Well yeah, look at the part that makes it hold the position. self:Wait(self.times.minwaittime+math.random()*self.times.randwaittime) You have to edit the randwaittime too. AddBrainPostInit("leifbrain", function(brain) -- Wander behaviour brain.bt.root.children[3].times.minwaittime = 0 brain.bt.root.children[3].times.randwaittime = 0 end) minwalktime makes the entity walk more in a direction. oh I did edit the rand values too, I tried making everything 0 but that just made it not walk, making the min and rand walktime like 20 and min/rand waittime 0 still makes it stop. I guess I can try again to make sure, but if you look into the "PickNewDirection" function it has this line: " self:Wait(self.times.minwalktime+math.random()*self.times.randwalktime) " which makes it wait depending on WALK time and I think it's why it didn't work. Edit: Actually, I remembered that tumbleweed just moves non stop(unless interacted with) and it doesn't use a brain, it just uses a component "blowinwind". I'll have to look into that Edited April 6, 2016 by Aquaterion Link to comment https://forums.kleientertainment.com/forums/topic/66063-force-entity-to-move/#findComment-745460 Share on other sites More sharing options...
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