Changing enemy behaviour completely. - 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: Changing enemy behaviour completely. (/thread-20606.html) Pages:
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Changing enemy behaviour completely. - tonitoni1998 - 03-03-2013 I would like my monster to be able walk on walls and ceilings, let it fade when its near the player(like a haluzination just in reverse to create a shock moment). I guess its a hard thing to do, but does anyone of you have an idea where i can modify stuff like this? (I cant check it out myself because my computer is unavailable at the moment) RE: Changing enemy behaviour completely. - MulleDK19 - 03-03-2013 AFAIK, the only virtually possible way would be to rotate the room, so the walls or ceilings become the floor. However, that'd make the player walk on the ceiling too. RE: Changing enemy behaviour completely. - tonitoni1998 - 03-03-2013 So absolutely no? :/ RE: Changing enemy behaviour completely. - FlawlessHappiness - 03-03-2013 I don't think it's possible, unless you make it an animation, and call it by the script. Then it won't be an enemy. Just an animation. Try SetPropActiveAndFade for the other question. I don't know if this works, but you can always try. RE: Changing enemy behaviour completely. - WALP - 03-03-2013 We dont have acces to the Ai code at all. only a very simplified version within the model editor that lets you change basic things such as speed and damage. Actually did you know that the suitor is actually just a servant_grunt were the values has been modified so it cant see you unless you're really close(and of course some other small changes). the brute is a servant_grunt too. Spoiler below!
RE: Changing enemy behaviour completely. - darksky - 03-04-2013 walking on the ceilings is not possible. but if your room is high enough you could make enemies walk in midair using non-char blockboxes, and do things like let the enemy fall down right before the player RE: Changing enemy behaviour completely. - tonitoni1998 - 03-04-2013 Well guys i actually have an idea how to do it. I just have to make an animation where the model is not in the middle. But upsidedown and higher. But that would only work when it is following a path and i can control the animations. The thing is, i wanted to make a worm/centipede enemy and it was pretty cool if it could surprise the player with something completely new. I guess there are problems with turning around anyways, because it is too long and would not look natrual :/ RE: Changing enemy behaviour completely. - PutraenusAlivius - 03-04-2013 (03-04-2013, 02:13 PM)tonitoni1998 Wrote: Well guys i actually have an idea how to do it. I just have to make an animation where the model is not in the middle. But upsidedown and higher. But that would only work when it is following a path and i can control the animations. Oh, a worm! Nice! But, be careful. Without proper modelling and animating, the amount of poly's or tris will be so many that the game CANNOT handle it. RE: Changing enemy behaviour completely. - tonitoni1998 - 03-04-2013 Oh and maybe this reaches the frictional games team but it would they could make it easier to costumize the game like this. It is already very easy, what is great, but things like this would give way more possibilities :3 RE: Changing enemy behaviour completely. - PutraenusAlivius - 03-04-2013 (03-04-2013, 02:16 PM)tonitoni1998 Wrote: Oh and maybe this reaches the frictional games team but it would they could make it easier to costumize the game like this. It is already very easy, what is great, but things like this would give way more possibilities :3Oh sure. It will be a lot easier. Also, the Custom Stories thing was a last addition to Amnesia. They didn't think it will go this famous. |