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- Mar 6, 2016
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I wanted to ask if there was a way to change the enemy's autonomous movement type from approach to fixed.
Currently, I have an enemy that appears after you interact with an object. Then after a certain amount of time, says a bit of dialogue then disappears. However, during the dialogue sequence the enemy is still moving around trying to reach the player. I would like the enemy to stop approaching the player during the dialogue sequence, but I'm not sure how to go about this.
This is what I currently have:
A common even that keeps track of the length of the chase
Currently what the movement route does is make the enemy frozen and facing away from the player, but it still continues to move around.

The enemy event that just holds the game over state, and the autonomous movement.

I'm not quite sure if I need to a script for this, if I need to delete this event and replace it with a new event, or if there is a function I'm not aware of?
Thank you for time!
Currently, I have an enemy that appears after you interact with an object. Then after a certain amount of time, says a bit of dialogue then disappears. However, during the dialogue sequence the enemy is still moving around trying to reach the player. I would like the enemy to stop approaching the player during the dialogue sequence, but I'm not sure how to go about this.
This is what I currently have:
A common even that keeps track of the length of the chase
Currently what the movement route does is make the enemy frozen and facing away from the player, but it still continues to move around.

The enemy event that just holds the game over state, and the autonomous movement.

I'm not quite sure if I need to a script for this, if I need to delete this event and replace it with a new event, or if there is a function I'm not aware of?
Thank you for time!



