Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Lights on a custom enemy
ggstarfoxxie Offline
Junior Member

Posts: 36
Threads: 9
Joined: Aug 2011
Reputation: 2
#1
Lights on a custom enemy

I would like help with putting lights on an enemy please. Angel

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. Sad 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.

(This post was last modified: 09-07-2011, 04:45 AM by ggstarfoxxie.)
09-07-2011, 04:34 AM
Find
Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#2
RE: Lights on a custom enemy

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/im...ng-monster

(This post was last modified: 09-07-2011, 03:11 PM by Tanshaydar.)
09-07-2011, 03:10 PM
Website Find
MegaScience Offline
Member

Posts: 213
Threads: 1
Joined: Aug 2011
Reputation: 2
#3
RE: Lights on a custom enemy

Can the fire be turned on and off independently of the monster? :o
09-07-2011, 03:41 PM
Find
Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#4
RE: Lights on a custom enemy

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.

09-07-2011, 03:44 PM
Website Find
MegaScience Offline
Member

Posts: 213
Threads: 1
Joined: Aug 2011
Reputation: 2
#5
RE: Lights on a custom enemy

Well, what's the name of the particle system(s) used? You might just be able to turn them off that way. Smile
09-07-2011, 03:53 PM
Find
jens Offline
Frictional Games

Posts: 4,093
Threads: 199
Joined: Apr 2006
Reputation: 202
#6
RE: Lights on a custom enemy

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.
09-07-2011, 03:59 PM
Website Find
MrBigzy Offline
Senior Member

Posts: 616
Threads: 18
Joined: Mar 2011
Reputation: 8
#7
RE: Lights on a custom enemy

(09-07-2011, 03:59 PM)jens Wrote: 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.
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?
09-07-2011, 04:08 PM
Find
plutomaniac Offline
Super Moderator

Posts: 6,368
Threads: 45
Joined: May 2011
Reputation: 183
#8
RE: Lights on a custom enemy

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?
09-07-2011, 04:22 PM
Find
Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#9
RE: Lights on a custom enemy

Nope, it didn't work. I guess bones are not accessible through script like bodies are.

09-07-2011, 04:38 PM
Website Find
MrBigzy Offline
Senior Member

Posts: 616
Threads: 18
Joined: Mar 2011
Reputation: 8
#10
RE: Lights on a custom enemy

(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.
(This post was last modified: 09-07-2011, 05:29 PM by MrBigzy.)
09-07-2011, 05:29 PM
Find




Users browsing this thread: 2 Guest(s)