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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.

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 by Aquaterion

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