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This Peasant will spawn on Path Node (7). The output of it's Death Event will go into a Set NPC Move Target Kismet Action. This Peasant will run to Path Node (14), then circle back to where it originally spawned at Path Node (7). this effectively creates an endless loop of running back and forth until death.



Random move Peasants:

A more complex example. A random move. The Peasant spawns, then has random branching paths. All of these paths lead back to the "Point of Origin" at some point, which is where the Peasant initially spawns, and starts the controlled random move over. I will break it down further in images following.Image Added

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Now for the breakdown. The first Set NPC Move Target is the point of origin, and where all paths eventually feed back into. It connects to the input of a Random Switch. What this Random Switch does, is upon activation, it generates a random number, and fires that output. So if it generates (1), it will feed into the path i have labeled "Left Option." If (2) is generated, it will activate the "Right Option."

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Each of the Options are doing exactly what the Point of Origin was doing. They have their own Random Switches, which either connect to "Left Option A" on Link (2) or take the Peasant back to the Origin with Link (1). The links are reversed for the right option, which I may update in a later map.

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If all the links fire to get the Peasant to Option A, it will take the Peasant to the Origin.

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Peasants stop and play animation:

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