NextNodeUnreachableEvent

event
NextNodeUnreachableEvent<public>: listenable(agent)

Signaled when a guard cannot reach the next `ai_patrol_path_device`.

Module
/Fortnite.com/Devices
Declared in
ai_patrol_path_device
Source
fortnite

Used in

NpcSystem / Npc Statemachine verse-source
then:
            PatrolDevice.Enable()
            PatrolDevice.Assign(NpcData.InAgent)
            # Signaled when a guard reaches this device.
            PatrolDevice.NodeReachedEvent.Subscribe(PathReached)
            # Signaled when a guard cannot reach the next `ai_patrol_path_device`.
            PatrolDevice.NextNodeUnreachableEvent.Subscribe(PathReached)

            if (DebugAI?) then DebugNpc("Patrol Path Started", ?Duration := AIDebugDrawTime, ?TextColor := NamedColors.Cyan)
        else:
            if (DebugAI?) then DebugNpc("No Patrol Device Found", ?Duration := AIDebugDrawTime, ?TextColor := NamedColors.Red)

    PatrolPathStop():void=