| 
		
	
		| The chaser   Posting Freak
 
 Posts: 2,486
 Threads: 76
 Joined: Jun 2012
 Reputation: 
113
 | 
			| RE: Editing the grunt 
 
				 (09-17-2013, 05:01 PM)Darth FlawlessHair Wrote:  Hi!It all works out great! I've played with particle systems now and connected them to the grunt.. Just one problem is occuring...
 When I am killed by the grunt, the grunt disappears, but the particles doesn't, as they are respawning all the time. Is there a way to remove them, on death?
 
 Also, I tried editting the sounds that the grunt plays. Now, when he says anything he both says the normal grunt sounds, and those i added. Why is this happenening? Does anybody know?
 
Try making a checkpoint and doing something like:
 
DestroyParticleSystem("monstername_NAMEOFPARTICLESYSTEM");
 
Note that if the monster has a lot of particle systems, you'll have to do that a lot of times.
			 
                               THE OTHERWORLD (WIP) ![[Image: k6vbdhu]](http://tinyurl.com/k6vbdhu)  
Aculy iz dolan. |  |  
	| 09-17-2013, 06:23 PM |  |  
	
		| FlawlessHappiness   Posting Freak
 
 Posts: 3,980
 Threads: 145
 Joined: Mar 2012
 Reputation: 
171
 | 
			| RE: Editing the grunt 
 
				 (09-17-2013, 06:23 PM)The chaser Wrote:   (09-17-2013, 05:01 PM)Darth FlawlessHair Wrote:  Hi!It all works out great! I've played with particle systems now and connected them to the grunt.. Just one problem is occuring...
 When I am killed by the grunt, the grunt disappears, but the particles doesn't, as they are respawning all the time. Is there a way to remove them, on death?
 
 Also, I tried editting the sounds that the grunt plays. Now, when he says anything he both says the normal grunt sounds, and those i added. Why is this happenening? Does anybody know?
 Try making a checkpoint and doing something like:
 
 DestroyParticleSystem("monstername_NAMEOFPARTICLESYSTEM");
 
 Note that if the monster has a lot of particle systems, you'll have to do that a lot of times.
 
It has two, but I'll check it out    Thanks
			 
 Trying is the first step to success. |  |  
	| 09-17-2013, 06:35 PM |  |  
	
		| Kreekakon   Pick a god and pray!
 
 Posts: 3,063
 Threads: 70
 Joined: Mar 2012
 Reputation: 
124
 | 
			| RE: Editing the grunt 
 
				Or you could always make it a non-disappearing Grunt   
 |  |  
	| 09-17-2013, 06:40 PM |  |  
	
		| Daemian   Posting Freak
 
 Posts: 1,129
 Threads: 42
 Joined: Dec 2012
 Reputation: 
49
 | 
			| RE: Editing the grunt 
 
				I'm glad i could help. Looking forward to play your cs mates.
			 
 |  |  
	| 09-18-2013, 09:47 AM |  |  
	
		| FlawlessHappiness   Posting Freak
 
 Posts: 3,980
 Threads: 145
 Joined: Mar 2012
 Reputation: 
171
 | 
			| RE: Editing the grunt 
 
				 (09-17-2013, 06:40 PM)Kreekakon Wrote:  Or you could always make it a non-disappearing Grunt  
Define: Non-disappearing
			 
 Trying is the first step to success. |  |  
	| 09-18-2013, 12:35 PM |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
 Threads: 75
 Joined: Dec 2012
 Reputation: 
119
 | 
			| RE: Editing the grunt 
 
				 (09-18-2013, 12:35 PM)Darth FlawlessHair Wrote:   (09-17-2013, 06:40 PM)Kreekakon Wrote:  Or you could always make it a non-disappearing Grunt  Define: Non-disappearing
 
Non-disappearing monster:
No de-spawning, monster stills is there 
 "Veni, vidi, vici.""I came, I saw, I conquered."
 |  |  
	| 09-18-2013, 12:53 PM |  |  
	
		| FlawlessHappiness   Posting Freak
 
 Posts: 3,980
 Threads: 145
 Joined: Mar 2012
 Reputation: 
171
 | 
			| RE: Editing the grunt 
 
				 (09-18-2013, 12:53 PM)JustAnotherPlayer Wrote:   (09-18-2013, 12:35 PM)Darth FlawlessHair Wrote:   (09-17-2013, 06:40 PM)Kreekakon Wrote:  Or you could always make it a non-disappearing Grunt  Define: Non-disappearing
 Non-disappearing monster:
 No de-spawning, monster stills is there
 
Sorry for being unclear. What I meant was, how exactly do you stop the monster from de-spawning when you die? 
As I recall, what have been the solution in most cases is having two monsters, where the first one disappears, and the other reactivates... If the first one disappears, the particle systems will still hang in the air like a ghost never returning to the otherworld.
			 
 Trying is the first step to success. |  |  
	| 09-18-2013, 03:16 PM |  |  
	
		| Kreekakon   Pick a god and pray!
 
 Posts: 3,063
 Threads: 70
 Joined: Mar 2012
 Reputation: 
124
 | 
			| RE: Editing the grunt 
 
				 (09-18-2013, 03:16 PM)Darth FlawlessHair Wrote:  Sorry for being unclear. What I meant was, how exactly do you stop the monster from de-spawning when you die?As I recall, what have been the solution in most cases is having two monsters, where the first one disappears, and the other reactivates... If the first one disappears, the particle systems will still hang in the air like a ghost never returning to the otherworld.
 
I never tried it before but...how does the checkpoint system fare in this?
			 
 |  |  
	| 09-18-2013, 03:42 PM |  |  
	
		| FlawlessHappiness   Posting Freak
 
 Posts: 3,980
 Threads: 145
 Joined: Mar 2012
 Reputation: 
171
 | 
			| RE: Editing the grunt 
 
				Well I had it working but didn't quite understand it.
 Monster_1 spawns
 Player is killed
 Checkpoint calls function
 ----Set Monster_2 active
 Player spawns
 Monster_2 is active
 Player is killed
 Checkpoint calls function
 ----Set Monster_2 active
 Monster_2 is active
 
 
 This is how i understood it... Don't know if I'm correct, and why it wasn't possible with only 1 grunt
 
 Trying is the first step to success. |  |  
	| 09-18-2013, 04:42 PM |  |  |