PatrolPathStoppedEvent

event
PatrolPathStoppedEvent<public>: listenable(agent)

Signaled when a guard stops moving on the patrol path.

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

Used in

NpcSystem / Npc Statemachine verse-source
Logger.Print("{NPCName} - Patrol Device is Enabled")
            PatrolDevice.Enable()
            if (DebugAI?) then DebugNpc("Patrol Device is Enabled", ?Duration := AIDebugDrawTime, ?TextColor := NamedColors.Cyan)
            PatrolDevice.Assign(NpcData.InAgent)
            if (DebugAI?) then DebugNpc("Patrol Path Set, SubScibing to Events", ?Duration := AIDebugDrawTime, ?TextColor := NamedColors.Cyan)                                  
            PatrolDevice.PatrolPathStartedEvent.Subscribe(PathStarted)
            PatrolDevice.PatrolPathStoppedEvent.Subscribe(PathReached)            
        else:
            if (DebugAI?) then DebugNpc("No Patrol Device or Agent not Guard Type", ?Duration := AIDebugDrawTime, ?TextColor := NamedColors.Red)         
    ################ THESE NEED WORK - Maybe set an array of Patrol paths and signal when the NPC reaches the next one to then move onto next group of the path
    PatrolPathStart():void=
        if:
            PatrolDevice := PatrolPath?