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Getting a monster to run?
genmills Offline
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#1
Getting a monster to run?

Is it possible to make a monster run, without having him see the player? I want a monster to follow certain path nodes, and make him run along that path.

Thanks! Big Grin
04-30-2011, 04:59 PM
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MrBigzy Offline
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#2
RE: Getting a monster to run?

I tried that, but I don't think it's possible. Confused
04-30-2011, 05:20 PM
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genmills Offline
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#3
RE: Getting a monster to run?

(04-30-2011, 05:20 PM)MrBigzy Wrote: I tried that, but I don't think it's possible. Confused

Nooooo! Sad This ruins everything...
04-30-2011, 06:44 PM
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evertuy Offline
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#4
RE: Getting a monster to run?

It is, just find the function that makes him ignore the player.

Sucky sucky 5 grand?
04-30-2011, 06:53 PM
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NylePudding Offline
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#5
RE: Getting a monster to run?

(04-30-2011, 06:53 PM)evertuy Wrote: It is, just find the function that makes him ignore the player.

Form my knowledge you can easily make him ignore the player, but he just walks then, when he needs him to run. Confused
04-30-2011, 07:44 PM
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Karai16 Offline
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#6
RE: Getting a monster to run?

it is possible to change the monster's walking speed. I'm not sure how though. But I know the Staying Alive Extreme Edition uses it. I think you should look it up and examine the code, you are sure to find download links on youtube

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05-01-2011, 01:20 AM
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palistov Offline
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#7
RE: Getting a monster to run?

Change his walk speed in the entity editor, under User-defined variables, and save it as a new .ent file, but keep it in the same folder (servant_grunt). Make his acceleration faster too. Tweak it and test it, because you don't want it to look unnatural as they accelerate.

(This post was last modified: 05-01-2011, 06:29 AM by palistov.)
05-01-2011, 06:29 AM
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genmills Offline
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#8
RE: Getting a monster to run?

(05-01-2011, 06:29 AM)palistov Wrote: Change his walk speed in the entity editor, under User-defined variables, and save it as a new .ent file, but keep it in the same folder (servant_grunt). Make his acceleration faster too. Tweak it and test it, because you don't want it to look unnatural as they accelerate.

Thanks, I will try this! I would ask some follow-up questions, but I have learned I first just need to fool around with this and learn. Smile
05-01-2011, 07:21 AM
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MrBigzy Offline
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#9
RE: Getting a monster to run?

Well, if you wanted to really tweak it, and say, make him run permanently instead of walk; you could open the .ent in the editor, go to animations, and change the file of the walk animation to the run animation. Then you could change the variables of the speed and accel muls to make him go faster.
(This post was last modified: 05-01-2011, 02:35 PM by MrBigzy.)
05-01-2011, 02:35 PM
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genmills Offline
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#10
RE: Getting a monster to run?

(05-01-2011, 02:35 PM)MrBigzy Wrote: Well, if you wanted to really tweak it, and say, make him run permanently instead of walk; you could open the .ent in the editor, go to animations, and change the file of the walk animation to the run animation. Then you could change the variables of the speed and accel muls to make him go faster.

Ooo that sounds even better, thanks! It seems like I always have a bit stranger ideas for scripting and designing levels, so I've always got weird questions to ask haha. So thanks everyone who always helps me! Smile
05-01-2011, 06:11 PM
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