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Editing the grunt - Printable Version

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RE: Editing the grunt - The chaser - 09-17-2013

(09-17-2013, 05:01 PM)Darth FlawlessHair Wrote: Hi!
It all works out great! I've played with particle systems now and connected them to the grunt.. Just one problem is occuring...
When I am killed by the grunt, the grunt disappears, but the particles doesn't, as they are respawning all the time. Is there a way to remove them, on death?

Also, I tried editting the sounds that the grunt plays. Now, when he says anything he both says the normal grunt sounds, and those i added. Why is this happenening? Does anybody know?

Try making a checkpoint and doing something like:

DestroyParticleSystem("monstername_NAMEOFPARTICLESYSTEM");

Note that if the monster has a lot of particle systems, you'll have to do that a lot of times.


RE: Editing the grunt - FlawlessHappiness - 09-17-2013

(09-17-2013, 06:23 PM)The chaser Wrote:
(09-17-2013, 05:01 PM)Darth FlawlessHair Wrote: Hi!
It all works out great! I've played with particle systems now and connected them to the grunt.. Just one problem is occuring...
When I am killed by the grunt, the grunt disappears, but the particles doesn't, as they are respawning all the time. Is there a way to remove them, on death?

Also, I tried editting the sounds that the grunt plays. Now, when he says anything he both says the normal grunt sounds, and those i added. Why is this happenening? Does anybody know?

Try making a checkpoint and doing something like:

DestroyParticleSystem("monstername_NAMEOFPARTICLESYSTEM");

Note that if the monster has a lot of particle systems, you'll have to do that a lot of times.

It has two, but I'll check it out Smile Thanks


RE: Editing the grunt - Kreekakon - 09-17-2013

Or you could always make it a non-disappearing Grunt Smile


RE: Editing the grunt - Daemian - 09-18-2013

I'm glad i could help. Looking forward to play your cs mates.


RE: Editing the grunt - FlawlessHappiness - 09-18-2013

(09-17-2013, 06:40 PM)Kreekakon Wrote: Or you could always make it a non-disappearing Grunt Smile

Define: Non-disappearing


RE: Editing the grunt - PutraenusAlivius - 09-18-2013

(09-18-2013, 12:35 PM)Darth FlawlessHair Wrote:
(09-17-2013, 06:40 PM)Kreekakon Wrote: Or you could always make it a non-disappearing Grunt Smile

Define: Non-disappearing

Non-disappearing monster:
No de-spawning, monster stills is there


RE: Editing the grunt - FlawlessHappiness - 09-18-2013

(09-18-2013, 12:53 PM)JustAnotherPlayer Wrote:
(09-18-2013, 12:35 PM)Darth FlawlessHair Wrote:
(09-17-2013, 06:40 PM)Kreekakon Wrote: Or you could always make it a non-disappearing Grunt Smile

Define: Non-disappearing

Non-disappearing monster:
No de-spawning, monster stills is there

Sorry for being unclear. What I meant was, how exactly do you stop the monster from de-spawning when you die?
As I recall, what have been the solution in most cases is having two monsters, where the first one disappears, and the other reactivates... If the first one disappears, the particle systems will still hang in the air like a ghost never returning to the otherworld.


RE: Editing the grunt - Kreekakon - 09-18-2013

(09-18-2013, 03:16 PM)Darth FlawlessHair Wrote: Sorry for being unclear. What I meant was, how exactly do you stop the monster from de-spawning when you die?
As I recall, what have been the solution in most cases is having two monsters, where the first one disappears, and the other reactivates... If the first one disappears, the particle systems will still hang in the air like a ghost never returning to the otherworld.

I never tried it before but...how does the checkpoint system fare in this?


RE: Editing the grunt - FlawlessHappiness - 09-18-2013

Well I had it working but didn't quite understand it.

Monster_1 spawns
Player is killed
Checkpoint calls function
----Set Monster_2 active
Player spawns
Monster_2 is active
Player is killed
Checkpoint calls function
----Set Monster_2 active
Monster_2 is active


This is how i understood it... Don't know if I'm correct, and why it wasn't possible with only 1 grunt