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


Poll: What was the most scariest map in Amnesia?
You do not have permission to vote in this poll.
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%
* You voted for this item. [Show Results]

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Killing Monsters
Erik The Born Offline
Member

Posts: 59
Threads: 7
Joined: Mar 2013
Reputation: 0
#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
Find
Your Computer Offline
SCAN ME!

Posts: 3,456
Threads: 32
Joined: Jul 2011
Reputation: 235
#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.

Tutorials: From Noob to Pro
04-17-2013, 06:58 PM
Website Find
i3670 Offline
Posting Freak

Posts: 1,308
Threads: 74
Joined: Oct 2011
Reputation: 36
#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

A Christmas Hunt
04-17-2013, 07:19 PM
Find
Erik The Born Offline
Member

Posts: 59
Threads: 7
Joined: Mar 2013
Reputation: 0
#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
Find
FlawlessHappiness Offline
Posting Freak

Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation: 171
#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
Find
WALP Offline
Posting Freak

Posts: 1,221
Threads: 34
Joined: Aug 2012
Reputation: 45
#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
Find
PutraenusAlivius Offline
Posting Freak

Posts: 4,713
Threads: 75
Joined: Dec 2012
Reputation: 119
#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
Find
The chaser Offline
Posting Freak

Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation: 113
#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);
}

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
04-18-2013, 09:26 AM
Find
FlawlessHappiness Offline
Posting Freak

Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation: 171
#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
Find
Romulator Offline
Not Tech Support ;-)

Posts: 3,628
Threads: 63
Joined: Jan 2013
Reputation: 195
#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
[Image: 3f6f01a904.png]
04-18-2013, 09:53 AM
Find




Users browsing this thread: 2 Guest(s)