by d-soldier » Sun May 20, 2007 12:41 am
There is probably a better way, but it seems that if you setup a variable (actor variable) [call it "alert"] and and setup the badguy is this way:
Create-Actor/Script:
alert=0;
Draw-Actor/Script:
if(alert == 0) {
//insert the whole path thing here;
}
if(alert == 1) {
//insert the whole move-to thing here;
}
and add an activation event (from any actor) with a script that says:
alert=1;
----------
Now the setup is complete, but you will need to add a filled/wireframe region around the bad guy. That region's needs an activation event, so right click on it, and setup an activation event [collision w/ player] and send the event to the badguy....
So basically you make the player enetering the region change the alert variable for the badguy, therby adjusting his behavior.