Lemorz56 
 
 
		
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how do i make a "Poofer" ?  
			 
			
				how do i make a Poofer? a monster that fades into dust when close?    
			 
			
			
			
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	| 01-22-2012, 02:55 PM  | 
	
		
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		Tripication 
 
 
		
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RE: how do i make a "Poofer" ?  
			 
			
				click the monster in the LVL editor, go to the entity tab and click hallucination tickbox or something, then you can edit the distance of how close it has to be to "poof" 
 
100 post masterrace btw
			 
			
			
 
			
				
(This post was last modified: 01-22-2012, 03:17 PM by Tripication.)
 
				
			 
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	| 01-22-2012, 02:57 PM  | 
	
		
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		DaAinGame 
 
 
		
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RE: how do i make a "Poofer" ?  
			 
			
				What about if i want to use a script to do this? Like make the grunt spawn, run at the player and then *POOF* after picking up an item, such as a key name "bedroom_key"? 
 
			 
			
			
 
			
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	| 03-10-2012, 01:19 AM  | 
	
		
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		Your Computer 
 
 
		
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RE: how do i make a "Poofer" ?  
			 
			
				 (03-10-2012, 01:19 AM)DaAinGame Wrote:  What about if i want to use a script to do this? Like make the grunt spawn, run at the player and then *POOF* after picking up an item, such as a key name "bedroom_key"? 
SetEnemyIsHallucination:  http://wiki.frictionalgames.com/hpl2/amn...ns#enemies 
			 
			
			
 
			
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	| 03-10-2012, 01:32 AM  | 
	
		
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		Saren 
 
 
		
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RE: how do i make a "Poofer" ?  
			 
			
				 (03-10-2012, 01:32 AM)Your Computer Wrote:  SetEnemyIsHallucination: http://wiki.frictionalgames.com/hpl2/amn...ns#enemies What he said ^^ 
I would recommend setting the distance to 2 or 3 since 1 is preeeeetty damn close.. lol, and it might not poof away. Happened to me, haha
			  
			
			
 
			
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	| 03-10-2012, 08:18 AM  | 
	
		
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		Stepper321 
 
 
		
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RE: how do i make a "Poofer" ?  
			 
			
				 (03-10-2012, 08:18 AM)Saren Wrote:   (03-10-2012, 01:32 AM)Your Computer Wrote:  SetEnemyIsHallucination: http://wiki.frictionalgames.com/hpl2/amn...ns#enemies What he said ^^ 
I would recommend setting the distance to 2 or 3 since 1 is preeeeetty damn close.. lol, and it might not poof away. Happened to me, haha 1 is the players size, so he has to be in the player. 
			  
			
			
 
Signature to awesome to be displayed. 
			
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	| 03-10-2012, 12:17 PM  | 
	
		
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		giacomo9 
 
 
		
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RE: how do i make a "Poofer" ? 
			 
			
				I want use this script: void SetEnemyIsHallucination(string& asName, bool abX); 
But I don't know what is "string& asName" (It must be "Player" or enemy name?) 
"bool abx" is the distance, I know. In quotes I just must to write number?
 
Or, simpler, can you write a example of this script for me? Thanks   
			 
			
			
			
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	| 08-20-2014, 04:52 PM  | 
	
		
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		PutraenusAlivius 
 
 
		
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RE: how do i make a "Poofer" ? 
			 
			
				 (08-20-2014, 04:52 PM)giacomo9 Wrote:  I want use this script: void SetEnemyIsHallucination(string& asName, bool abX); 
 
But I don't know what is "string& asName" (It must be "Player" or enemy name?) 
"bool abx" is the distance, I know. In quotes I just must to write number? 
 
Or, simpler, can you write a example of this script for me? Thanks   
...
 
You could of just make a new thread.
 
			 
			
			
 
"Veni, vidi, vici." 
"I came, I saw, I conquered." 
			
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	| 08-20-2014, 04:58 PM  | 
	
		
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		burge4150 
 
 
		
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RE: how do i make a "Poofer" ? 
			 
			
				String would be monster name. 
Bool is always true or false.  Things like Int and Float are numbers.   
 
SetEnemyIsHallucination("monstername", true);   
 
As for distance where it vanishes, I have no idea how that's calculated with this script.  My guess is that as soon as the monster is triggered to be a hallucination it would vanish wherever it is.  Without testing though I don't know.
			 
			
			
			
				
(This post was last modified: 08-20-2014, 05:25 PM by burge4150.)
 
				
			 
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	| 08-20-2014, 05:24 PM  | 
	
		
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		FlawlessHappiness 
 
 
		
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RE: how do i make a "Poofer" ? 
			 
			
				 (08-20-2014, 05:24 PM)burge4150 Wrote:  String would be monster name. 
Bool is always true or false.  Things like Int and Float are numbers.   
 
SetEnemyIsHallucination("monstername", true);   
 
As for distance where it vanishes, I have no idea how that's calculated with this script.  My guess is that as soon as the monster is triggered to be a hallucination it would vanish wherever it is.  Without testing though I don't know. 
NECROOOOOO!
 
To make it easier, you can tick this in the editor. Just go to the monster properties and tick "Hallucination". This is also where you can specify the actual distance from you to the monster where it would disappear.
			  
			
			
 
Trying is the first step to success. 
			
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	| 08-20-2014, 05:30 PM  | 
	
		
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