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Make Suitor Run
FlawlessHappiness Offline
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#1
Make Suitor Run

Hi.

I was wondering if it was possible to make the suitor RUN to a specific point, following pathnodes.

I know how you make the monsters run towards you, but i want him to run past me... Is it possible? Or should i stick to him walking past me?

Trying is the first step to success.
10-19-2012, 05:52 PM
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Robby Offline
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#2
RE: Make Suitor Run

You'll have to edit a variable in the monster's entity file thru the Model Editor. Set the walking speed's variable to the exact number the run speed uses, then save the modifed entity file somewhere in your CS folder, then once you created the monster, switch to the ent file you created in your CS's folder (select the entity you created instead of the default one used).

The easier solution is to stick with the walking, but you're welcome to try this.

Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active.
10-19-2012, 05:56 PM
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Statyk Offline
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#3
RE: Make Suitor Run

(10-19-2012, 05:56 PM)Nemet Robert Wrote: You'll have to edit a variable in the monster's entity file thru the Model Editor. Set the walking speed's variable to the exact number the run speed uses, then save the modifed entity file somewhere in your CS folder, then once you created the monster, switch to the ent file you created in your CS's folder (select the entity you created instead of the default one used).

The easier solution is to stick with the walking, but you're welcome to try this.
You may want to go to his Edit > Animations and replace the walk .dae_anim with the run's .dae_anim. As well as increase the walk speed in Edit > User Defined Variables until you find a suitable speed.
10-19-2012, 06:07 PM
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Robby Offline
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#4
RE: Make Suitor Run

(10-19-2012, 06:07 PM)Statyk Wrote: You may want to go to his Edit > Animations and replace the walk .dae_anim with the run's .dae_anim. As well as increase the walk speed in Edit > User Defined Variables until you find a suitable speed.
Didn't think of that. But it would work as well.

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10-19-2012, 06:09 PM
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naseem142 Offline
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#5
RE: Make Suitor Run

Suitors in amnesia the dark descent? is that possible?
10-19-2012, 06:16 PM
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Statyk Offline
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#6
RE: Make Suitor Run

(10-19-2012, 06:16 PM)naseem142 Wrote: Suitors in amnesia the dark descent? is that possible?
Suitors are the monsters from Justine.
10-19-2012, 06:20 PM
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naseem142 Offline
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#7
RE: Make Suitor Run

(10-19-2012, 06:20 PM)Statyk Wrote:
(10-19-2012, 06:16 PM)naseem142 Wrote: Suitors in amnesia the dark descent? is that possible?
Suitors are the monsters from Justine.
I know , i didn't know it was possible to put them in dark descent
10-19-2012, 06:27 PM
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FlawlessHappiness Offline
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#8
RE: Make Suitor Run

Justine and ATDD is the same game. Justine is just an expansion, and a full conversion...

You get to keep the models Wink

Anyway thank you guys! I will try editing the model!

Trying is the first step to success.
10-19-2012, 06:42 PM
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Robby Offline
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#9
RE: Make Suitor Run

Watch with the saving. Save it elsewhere, not update the original model.

Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active.
10-19-2012, 06:45 PM
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FlawlessHappiness Offline
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#10
RE: Make Suitor Run

Now that we are talking about it:

I have different custom stuff in my CS. How do i place it so the player doesn't have to merge it into his redist folder?

What i have is:

Digressiphobia - What about Mark /
maps > .map and .hps files
music > digressiophobia_2 > music files (Not sure about this one)
sounds > digressiophobia2 > 1 custom sound used in different maps
. . . . . . > piano keys > A lot of sounds used in same map
voices > a LOT of .ogg voice files.

Is it ok as it is?
Then i guess i will make a folder called "entities", and a new folder for the suitor Wink

Trying is the first step to success.
(This post was last modified: 10-19-2012, 07:13 PM by FlawlessHappiness.)
10-19-2012, 07:13 PM
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