Custom Monsters Thread - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +--- Thread: Custom Monsters Thread (/thread-18117.html) Pages:
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RE: Custom Monsters Thread - The Rock Worm - 09-03-2012 (09-03-2012, 03:09 PM)Statyk Wrote:Thank you very much for explaining how to use the worm! I had hoped it would chase you like the other monsters though. Considering my story will be the first one, I do not want to try something this complex to attempt. Now my story is flexible at this stage, so I don't have to have a worm. If you want, I can send you a private message of my story and have you the co-creator.(09-03-2012, 02:49 PM)The Rock Worm Wrote: Didn't realize the worm was environment-specific animations. That explains why I had trouble putting it in-game. I have several story ideas for the worm, including the one I'm making.What I mean by environment-specific is basically, at square one, the worm would be set up as Object::Static. He should not be an Enemy_Grunt. Think of Penumbra. Every place he was, had a special animation for it, according to how the caves were modeled and such. He did not "intelligently" chase the player like the Infected/Dogs would. If you were to get out of the map, I bet you he would simply go right passed as if you were actually there. They used clever map design and chase scenes and if you were to get too close, a script would call the player dead. |