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Poll: What was the most scariest map in Amnesia?
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Back Hall
0%
0 0%
Rainy Halls
6.67%
1 6.67%
Prisons after elevator
46.67%
7 46.67%
Distillery\Refinery
0%
0 0%
Wine Cellar
6.67%
1 6.67%
Study
6.67%
1 6.67%
Torture Transept
13.33%
2 13.33%
Torture Choir
6.67%
1 6.67%
Archieve Tunnels
0%
0 0%
Sewer
13.33%
2 13.33%
Total 15 vote(s) 100%
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Killing Monsters
Erik The Born Offline
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#11
RE: Killing Monsters

(04-17-2013, 05:30 PM)Robosprog Wrote: Monsters can be killed, they take damage from stuff being thrown at them, Grunts and Brutes and Suitors though regenerate any HP lost, Water Lurkers are killable to my knowledge as they do not have this.

Ok but dont they flinch if they get hurt? I mean do I have to throw the stuffs at them or can I poke them with it. In any case can I disable the healht regeneration for the monsters? How do I do that?
04-17-2013, 06:39 PM
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Your Computer Offline
SCAN ME!

Posts: 3,456
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#12
RE: Killing Monsters

You can adjust the health regen in the model editor. Note that monsters do not have death animations, so even though the game considers them dead (i.e. places them in a "dead" state), the monster animation played will likely be the default, idle animation, but the monster will no longer have any collision to it when in a dead state.

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04-17-2013, 06:58 PM
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i3670 Offline
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#13
RE: Killing Monsters

I "killed" a grunt in the storage by jumping on him/her. He/she just went through the floor.

"What you think is irrelevant" - A character of our time

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04-17-2013, 07:19 PM
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Erik The Born Offline
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#14
RE: Killing Monsters

(04-17-2013, 06:58 PM)Your Computer Wrote: You can adjust the health regen in the model editor. Note that monsters do not have death animations, so even though the game considers them dead (i.e. places them in a "dead" state), the monster animation played will likely be the default, idle animation, but the monster will no longer have any collision to it when in a dead state.

Ok, is there anyway we can we can add a ragdoll death animation? Turning the monster in to ragdoll and maybe playing a sound?
04-17-2013, 07:20 PM
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FlawlessHappiness Offline
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#15
RE: Killing Monsters

(04-17-2013, 07:20 PM)Erik The Born Wrote:
(04-17-2013, 06:58 PM)Your Computer Wrote: You can adjust the health regen in the model editor. Note that monsters do not have death animations, so even though the game considers them dead (i.e. places them in a "dead" state), the monster animation played will likely be the default, idle animation, but the monster will no longer have any collision to it when in a dead state.

Ok, is there anyway we can we can add a ragdoll death animation? Turning the monster in to ragdoll and maybe playing a sound?

Probably no, since the ragdoll would have to be teleported to the grunt, which isn't possible.

When stuff like potplants are breaking, they do get transformed into another object, that disappears... So maybe it's possible

Trying is the first step to success.
04-17-2013, 11:08 PM
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WALP Offline
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#16
RE: Killing Monsters

(04-17-2013, 07:20 PM)Erik The Born Wrote:
(04-17-2013, 06:58 PM)Your Computer Wrote: You can adjust the health regen in the model editor. Note that monsters do not have death animations, so even though the game considers them dead (i.e. places them in a "dead" state), the monster animation played will likely be the default, idle animation, but the monster will no longer have any collision to it when in a dead state.

Ok, is there anyway we can we can add a ragdoll death animation? Turning the monster in to ragdoll and maybe playing a sound?
Nah that would require you to get hands on source code, or spawn(activate) a seperate ragdoll entity, which is problematic since theres no way to track the locations of an enemy as far as I know. Even if you could somehow track the location you would still be in trouble since entities are activated at predefined locations in the level editor, you cant just script where it should appear, without source code that is.
04-17-2013, 11:08 PM
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PutraenusAlivius Offline
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#17
RE: Killing Monsters

(04-17-2013, 07:20 PM)Erik The Born Wrote:
(04-17-2013, 06:58 PM)Your Computer Wrote: You can adjust the health regen in the model editor. Note that monsters do not have death animations, so even though the game considers them dead (i.e. places them in a "dead" state), the monster animation played will likely be the default, idle animation, but the monster will no longer have any collision to it when in a dead state.

Ok, is there anyway we can we can add a ragdoll death animation? Turning the monster in to ragdoll and maybe playing a sound?

You can't unless you have all codes, including the source code that came with AngelScript.

"Veni, vidi, vici."
"I came, I saw, I conquered."
04-18-2013, 05:59 AM
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The chaser Offline
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#18
RE: Killing Monsters

You can actually code an AddEntityCollideCallback with the monsters.

Use:

void OnStart()
{
AddEntityCollideCallback("Weapon", "servant_grunt_2", "KillDaGrunt", true, 1);
}

void KillDaGrunt(string &in asParent, string &in asChild, int alState)
{
SetPropActiveAndFade("servant_grunt_2", false, 1);
}

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04-18-2013, 09:26 AM
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FlawlessHappiness Offline
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#19
RE: Killing Monsters

And make it more advanced with with variables, so you have to hit it more than one time.

Trying is the first step to success.
04-18-2013, 09:42 AM
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Romulator Offline
Not Tech Support ;-)

Posts: 3,628
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#20
RE: Killing Monsters

Or you could make a "scripted" death, like for example, you can see a monster in the distance, so you go above some stairs to push a heavy box down and when the box hits a certain area, just makes the monster disappear and gives sanity.
Because the player is looking down at the box, it looks like it crushed him :3

Discord: Romulator#0001
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04-18-2013, 09:53 AM
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