Lights on a custom enemy - 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: Lights on a custom enemy (/thread-10207.html) Pages:
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Lights on a custom enemy - ggstarfoxxie - 09-07-2011 I would like help with putting lights on an enemy please. I'm using a brute as a placeholder for my custom enemy that has searchlights in his chest. My problem is that the lights I put in the model editor isn't moving with the brute when he moves. Is there a way to connect the lights & billboards so they'll be in place on the chest while the brute is moving or do I have to put up with the stationary lights until I make my final model with all the animated goodness? Or is it even possible to do this with an animated entity? Edit: Also, when I put my placeholder in my map, the lights appear in the corner of the room I start in. Not on the brute which is really far away. Is there a way to fix this also? The corner is at 0,0,0 if that helps. Edit2: MegaScience just answered my question so this thread can be deleted by an admin seeing I don't have the authority. RE: Lights on a custom enemy - Tanshaydar - 09-07-2011 You should attach the light and/or billboard and/or particles to a bone. In model editor. For example you an look at this: http://www.moddb.com/mods/white-night/images/burning-monster RE: Lights on a custom enemy - MegaScience - 09-07-2011 Can the fire be turned on and off independently of the monster? :o RE: Lights on a custom enemy - Tanshaydar - 09-07-2011 I don't know, I couldn't manage that. And there is one another problem, when monster is deactivated or faded into smoke, those particles stays and floats in the air. RE: Lights on a custom enemy - MegaScience - 09-07-2011 Well, what's the name of the particle system(s) used? You might just be able to turn them off that way. RE: Lights on a custom enemy - jens - 09-07-2011 entityname_bonename_lightname should work to turn the light/on off with script. example: if the monster is called MyMonster and the bone is NeckBone and the light is called "Light_1" SetLightActive (or whatever the script is named) should be SetLightActive("MyMonster_NeckBone_Light_1", false); At least this is how it works when you attach stuff to bodies in entities, can't recall having tested it with bones though. RE: Lights on a custom enemy - MrBigzy - 09-07-2011 (09-07-2011, 03:59 PM)jens Wrote: entityname_bonename_lightname should work to turn the light/on off with script.Actually I've been wondering, how far does this functionality go? Are you able to access the entity type properties, like the grunt's speed and such? RE: Lights on a custom enemy - plutomaniac - 09-07-2011 These can be changed from user variables or whatever they are called. What Tan is referring to is something different and I have had trouble with it as well. Tan: does the idea Jens gave us work? RE: Lights on a custom enemy - Tanshaydar - 09-07-2011 Nope, it didn't work. I guess bones are not accessible through script like bodies are. RE: Lights on a custom enemy - MrBigzy - 09-07-2011 (09-07-2011, 04:22 PM)plutomaniac Wrote: These can be changed from user variables or whatever they are called. What Tan is referring to is something different and I have had trouble with it as well. I meant variably changing them in-game through scripting, like changing bodies. |