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Water lurker won't move [SOLVED] - 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: Water lurker won't move [SOLVED] (/thread-21114.html) |
Water lurker won't move [SOLVED] - DeAngelo - 04-10-2013 EDIT: Ok, so I've been reading that lurkers can't patrol and only use path nodes to find you. Well crap. This would have been a good scare too. I'm gonna experiment with the "water splash" particle effect to make it look like there's a lurker moving. Still trying to find that blurry zoom in effect for my red goop though. I tried giving the player sanity damage but it doesn't look like it does in the main game when the stuff shows up. EDIT 2: Got it the scare working. Took forever to script that sequence and it's like 100 lines long but it works ![]() RE: Water lurker won't move - Adrianis - 04-10-2013 Are you referring to the very quick 'blurry zoom effect' when something scary happens, or the longer 'blurry zoom effect' you get when looking at the monsters? RE: Water lurker won't move - PutraenusAlivius - 04-10-2013 void FadePlayerFOVMulTo(float afX, float afSpeed); afX - multiplier of default FOV (1 is default) afSpeed - the speed of change between FOV's -- A shorter FOV makes it to zoom in. To change it to it's default state, the multiplier must be 1. RE: Water lurker won't move - DeAngelo - 04-10-2013 (04-10-2013, 12:35 PM)Adrianis Wrote: Are you referring to the very quick 'blurry zoom effect' when something scary happens, or the longer 'blurry zoom effect' you get when looking at the monsters?You know the main hall near the beginning of the main game? The one called 02_entrance_hall? Off to the side there are 2 sets of stairs that go down into what I think is cellars (Been forever since I played) and when you return from each some of that red slim shows up and a screen effect happens along with a specific sound. I'm trying to recreate that. (04-10-2013, 12:36 PM)JustAnotherPlayer Wrote: void FadePlayerFOVMulTo(float afX, float afSpeed); I'll try that out, thanks. Edit: It's working. Threw in a radial blur for good measure and it's looking good. Haven't added slime damage areas yet but I think with a water lurker chasing ya the last thing you need is slime smacking you around (By the way the sound when that slime hits you in the main game always bugged me. it sounds like metal hitting something even though it's goo hitting flesh.) Thanks, you've both been big helps over these last months while I learn this stuff. And it turns out the sound I was looking for was Guardian Activated. Still not sure why Frictional chose to put half the sounds in convenient folders and the other half in numbered folders at seeming random. RE: Water lurker won't move - Doomtodeath - 04-10-2013 If you ask me Water monsters were a HUGE downside to the game. And i wouldnt like to see anymore. *now people hate me :3* RE: Water lurker won't move - DeAngelo - 04-10-2013 (04-10-2013, 04:57 PM)Doomtodeath Wrote: If you ask me Water monsters were a HUGE downside to the game. And i wouldnt like to see anymore. *now people hate me :3* While I respect your opinion, I disagree. They scare me far more than grunts/brutes. To each their own ![]() RE: Water lurker won't move [SOLVED] - Daemian - 04-10-2013 just make a copy of the lurker and set its type to Enemy_Grunt it probably works RE: Water lurker won't move [SOLVED] - Romulator - 04-11-2013 (04-10-2013, 08:47 PM)Amn Wrote: just make a copy of the lurker and set its type to Enemy_GruntBut this may cause it to lose the fact that it is indeed a waterlurker? |