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		| Traggey   is mildly amused
 
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			| RE: Amnesia Partikel und Monster 
 
				Moved to the correct section of the forum.
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	| 05-25-2014, 10:30 PM |  |  
	
		| Fatalist   Member
 
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			| RE: Amnesia Partikel und Monster 
 
				 (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");
			 
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	| 05-26-2014, 04:00 AM |  |  
	
		| FlawlessHappiness   Posting Freak
 
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			| RE: Amnesia Partikel und Monster 
 
				 (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
			 
 Trying is the first step to success. |  |  
	| 05-26-2014, 10:15 AM |  |  
	
		| DnALANGE  Banned
 
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			| RE: Amnesia Partikel und Monster 
 
				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.
 
				
(This post was last modified: 05-26-2014, 11:51 AM by DnALANGE.)
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	| 05-26-2014, 11:49 AM |  |  
	
		| Mudbill   Muderator
 
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			| RE: Amnesia Partikel und Monster 
 
				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.
 
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	| 05-26-2014, 12:14 PM |  |  
	
		| DnALANGE  Banned
 
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			| RE: Amnesia Partikel und Monster 
 
				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?
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	| 05-26-2014, 12:22 PM |  |  
	
		| Mudbill   Muderator
 
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			| RE: Amnesia Partikel und Monster 
 
				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.
			 
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	| 05-26-2014, 12:46 PM |  |  
	
		| DnALANGE  Banned
 
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			| RE: Amnesia Partikel und Monster 
 
				i know that as well.Hmm.. we should take a closer look to this!
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	| 05-26-2014, 01:09 PM |  |  
	
		| Fatalist   Member
 
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			| RE: Amnesia Partikel und Monster 
 
				 (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/vrm874cn9xhov1...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.
			 
 
				
(This post was last modified: 05-26-2014, 02:51 PM by Fatalist.)
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	| 05-26-2014, 02:50 PM |  |  
	
		| Mudbill   Muderator
 
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			| RE: Amnesia Partikel und Monster 
 
				 (05-26-2014, 02:50 PM)Fatalist Wrote:  Creative  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).
			 
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	| 05-26-2014, 03:20 PM |  |  |