Amnesia Partikel und Monster - 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) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Amnesia Partikel und Monster (/thread-25366.html) |
RE: Amnesia Partikel und Monster - Traggey - 05-25-2014 Moved to the correct section of the forum. RE: Amnesia Partikel und Monster - Fatalist - 05-26-2014 (05-25-2014, 08:11 PM)DnALANGE Wrote: Flawless... Why? For example: SetLightVisible("character_infected_1_SpotLight_1", false); - remove light (billboard too, if it connected to light) from enemy "character_infected_1". Similarly for particles: DestroyParticleSystem("character_infected_1_particle_system_1"); RE: Amnesia Partikel und Monster - FlawlessHappiness - 05-26-2014 (05-26-2014, 04:00 AM)Fatalist Wrote:(05-25-2014, 08:11 PM)DnALANGE Wrote: Flawless... That is a good point. What is harder is to determine whether the enemy is on or off. At least your solution is testworthy RE: Amnesia Partikel und Monster - DnALANGE - 05-26-2014 DestroyParticleSystem("character_infected_1_particle_system_1"); Tried these things, it didnt work for me. When i had the flaslight(billboard) on the enemy { hatman in Premonition } I couldnt get the billboard turned off.. SO when i disabled the hatman guy, the billboards stayed there where he was getting disabled. - If your thing works, explane what to do in the modeleditor for the ppl who are interested in it. I couldnt get it to work, i added the billboard on the Hatman guy, and i couldnt get it disabled with any script at all. SO i made the hatman fall into the abyss \ floor. HOW? i made that small plane part where he walks on NOT COLLIDING. And after 1.5 seconds +- i added a blockbox there so you could walk and the player didnt fall down either. RE: Amnesia Partikel und Monster - Mudbill - 05-26-2014 You might not be able to disable the billboard directly, but you can disable a light that it is attached to. Create a light in the entity that has a 0 radius (to make it invisible), but attach a billboard to it. Changing the properties of the light will instead change the properties of the billboard because it is the only thing visible. I haven't tried this in the Model Editor myself, but I use it in levels and I know it works. I can imagine it would work for in-entity billboards/lights though, if done with above stated method. RE: Amnesia Partikel und Monster - DnALANGE - 05-26-2014 BUT does it work on monsters as well? IF you want to turn monster off ( also disable the light offcourse ) BUT, does the engine understand to ALSO remove the billboard? RE: Amnesia Partikel und Monster - Mudbill - 05-26-2014 I'm not sure, but it might work. If not right away, perhaps by disabling the light just before disabling the enemy itself. I know the engine can remove billboards this way though, because I use this feature for changing visibility and color of billboards from a player's actions. RE: Amnesia Partikel und Monster - DnALANGE - 05-26-2014 i know that as well. Hmm.. we should take a closer look to this! RE: Amnesia Partikel und Monster - Fatalist - 05-26-2014 (05-26-2014, 11:49 AM)DnALANGE Wrote: DestroyParticleSystem("character_infected_1_particle_system_1"); Hmm, it's weird. Its work for me. I attached a particle system on monster bone. And use, for example, DestroyParticleSystem("enemy_ParticleSystem_1"); Same way for lights. (SetLightVisible("enemy_Spotlight_1");) https://www.dropbox.com/s/vrm874cn9xhov1t/ModelEditor131111%202014-05-26%2021-27-03-531.jpg (05-26-2014, 11:49 AM)DnALANGE Wrote: SO i made the hatman fall into the abyss \ floor. Creative :D But why you didn't use a simple script?) I mean TeleportEnemyToNode or TeleportEnemyToEntity. RE: Amnesia Partikel und Monster - Mudbill - 05-26-2014 (05-26-2014, 02:50 PM)Fatalist Wrote: Creative But why you didn't use a simple script?) I mean TeleportEnemyToNode or TeleportEnemyToEntity. Those are from the beta patch though, aren't they? Which means the player would need it to play the game. I dunno if he was using it to begin with, but if it can be avoided until it's published and easily available for everyone, that would be a lot better (in my opinion). |