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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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#1
Killing Monsters

Hi, As we all know amnesia is a game wich you cant defend yourself in. But I think its unrealistic if you go with a big sledeghammer and bang it on a monster and they just bounch off. How do I make the game hurt the monster and kill it when I throw an item on them?
(This post was last modified: 04-17-2013, 03:56 PM by Erik The Born.)
04-17-2013, 03:50 PM
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xxxxxxxxxxxxxxxx Away
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#2
RE: Killing Monsters

I'm not sure, but I believe it already is possible to kill them - a remnant from earlier versions of Amnesia when Frictional still had a combat system planned. Their health is just insanely high and they regenerate really quickly (or something like that), so you have to do heavy bug exploiting to kill them. Never tried it myself though. They also don't have a death animation so you'd have to find a solution for that too.
But if that is true, I guess it could be possible to change the values for their health and regeneration to something a bit more adequate. No idea how though?
(This post was last modified: 04-17-2013, 04:17 PM by xxxxxxxxxxxxxxxx.)
04-17-2013, 04:15 PM
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Erik The Born Offline
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#3
RE: Killing Monsters

(04-17-2013, 04:15 PM)Hirnwirbel Wrote: I'm not sure, but I believe it already is possible to kill them - a remnant from earlier versions of Amnesia when Frictional still had a combat system planned. Their health is just insanely high and they regenerate really quickly (or something like that), so you have to do heavy bug exploiting to kill them. Never tried it myself though. They also don't have a death animation so you'd have to find a solution for that too.
But if that is true, I guess it could be possible to change the values for their health and regeneration to something a bit more adequate. No idea how though?

I know. But they do have a "get-hurted" animation and called flinch. It doesnt even play when toss stuffs at them wich should be played if i managed to hurt them.
04-17-2013, 04:42 PM
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Kreekakon Offline
Pick a god and pray!

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#4
RE: Killing Monsters

Well as far as I know you can't kill any monster normally in a non-modded Amnesia. The closest thing you'd be able to do is bug one out, and make him down down a pit.

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04-17-2013, 04:48 PM
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Erik The Born Offline
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#5
RE: Killing Monsters

(04-17-2013, 04:48 PM)Kreekakon Wrote: Well as far as I know you can't kill any monster normally in a non-modded Amnesia. The closest thing you'd be able to do is bug one out, and make him down down a pit.

I dont trust ya. I think you can make a way to defend your self. Maybe make script wich makes the monster into a ragdoll when you hit him with a sledgehammer?
04-17-2013, 04:58 PM
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Brosive Offline
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#6
RE: Killing Monsters

(04-17-2013, 04:58 PM)Erik The Born Wrote:
(04-17-2013, 04:48 PM)Kreekakon Wrote: Well as far as I know you can't kill any monster normally in a non-modded Amnesia. The closest thing you'd be able to do is bug one out, and make him down down a pit.

I dont trust ya. I think you can make a way to defend your self. Maybe make script wich makes the monster into a ragdoll when you hit him with a sledgehammer?

Well, if you read what he said, he said in a non-modded Amnesia, he never said it wasn't possible. Oh yea, I almost forgot, someone actually made a custom story were you could kill some of the monsters.

[Image: avenged_sevenfold_banner_by_pngsforfree-d48nxnc.gif]
(This post was last modified: 04-17-2013, 05:05 PM by Brosive.)
04-17-2013, 05:03 PM
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Streetboat Offline
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#7
RE: Killing Monsters

It isn't really possible to do that. There's no way for the game to track exactly where the monster is, so you can't have a scriptarea on the monster to react to the collision with the sledgehammer. Your best bet is having a pit with a scriptarea set to collide with the monster, and when you trick him into following you down there, he is set to inactive, a ragdoll placed at the scriptarea is set active, and a sound is played.

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(This post was last modified: 04-17-2013, 05:06 PM by Streetboat.)
04-17-2013, 05:05 PM
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WALP Offline
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#8
RE: Killing Monsters





0:45
04-17-2013, 05:16 PM
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Kreekakon Offline
Pick a god and pray!

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#9
RE: Killing Monsters

Speaking of Lurkers, I was able to make one apparently "despawn" by jumping directly onto it.

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04-17-2013, 05:32 PM
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Tiger Away
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#10
RE: Killing Monsters

(04-17-2013, 05:16 PM)martinnord Wrote:



0:45

0:09

HERE'S DANIEL!
04-17-2013, 06:06 PM
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