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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...
I think it is impossible to remove any partcles from the enemyn while ingame..
There arent any scripts for these, also NTO for removing billboards as far as i know..
I couldnt get uit to be done..

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...
I think it is impossible to remove any partcles from the enemyn while ingame..
There arent any scripts for these, also NTO for removing billboards as far as i know..
I couldnt get uit to be done..

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");

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");
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.

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.
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.

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 Big Grin 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).