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Penumbra Worm...
Amnesiaplayer Offline
Senior Member

Posts: 539
Threads: 105
Joined: Jun 2014
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#11
RE: Penumbra Worm...

lol xd but i don't know...

this is my script

PHP Code: (Select All)
void OnStart()
{
StopMusic(51);
PlayMusic("AsylumOutside"true0.7f10false);
AddEntityCollideCallback("Player""Start""EventCollide"true1);
SetMoveObjectState("Worm"1);
}

void EventCollide(string &in asParentstring &in asChildint alState)
{
SetEntityActive("Grunt"true);
AddEnemyPatrolNode("Grunt""1"1"");
AddEnemyPatrolNode("Grunt""2"1"");
AddEnemyPatrolNode("Grunt""3"1"");
AddEnemyPatrolNode("Grunt""4"1"");
AddEnemyPatrolNode("Grunt""5"1"");
AddEnemyPatrolNode("Grunt""6"1"");
AddEnemyPatrolNode("Grunt""7"0.001f"");
AddEnemyPatrolNode("Grunt""8"0.001f"");
AddEnemyPatrolNode("Grunt""9"5"");
}

void Worm(string &in asParentstring &in asChildint alState)
{
    
FadeOut(0.2f);
    
PlayGuiSound("worm_attack"1.0f);
    
    
GivePlayerDamage(100"bloodsplat"falsetrue);
    
CheckPoint("checkpoint""PlayerStartArea_1""ContinueAgain""Hints""DeathByWorm");

08-25-2014, 01:35 PM
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Neelke Offline
Senior Member

Posts: 668
Threads: 82
Joined: Apr 2013
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#12
RE: Penumbra Worm...

You don't have a collide function to the worm colliding with the player. No wonder it doesn't work Tongue

AddEntityCollideCallback("Player", "NAMEOFWORM", "WormCollide", false, 1);

This should fix it.

Derp.
08-25-2014, 02:06 PM
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Amnesiaplayer Offline
Senior Member

Posts: 539
Threads: 105
Joined: Jun 2014
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#13
RE: Penumbra Worm...

it worked Big Grin thankss!!!
but can you please learn me how i do the animations ?!??! i really want that animations it looks unrealistic without animationns Tongue
08-25-2014, 02:23 PM
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Neelke Offline
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Posts: 668
Threads: 82
Joined: Apr 2013
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#14
RE: Penumbra Worm...

Well, I've figured out one way of getting it's animations to work. There's an example in The Fugitive 3.

Basically what I did there was converting the actual animation, making it into a static object with the mass 5. Then I converted a block box to a move object which now works as an invisible move box that can be moved the direction you wish (and pushing the worm forward). This is more complex than the other one and it still needs to be linear, but it works.

It's slightly harder script here, but I'm assuming you want animations really bad.

Derp.
(This post was last modified: 08-25-2014, 03:35 PM by Neelke.)
08-25-2014, 03:34 PM
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Amnesiaplayer Offline
Senior Member

Posts: 539
Threads: 105
Joined: Jun 2014
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#15
RE: Penumbra Worm...

[yes i want it but this is... lol Too much xD
but how did the tenebris lake it ?!
can i copy them script ?! (of that map)
and let it work ??!? the animationsss
08-25-2014, 03:41 PM
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Neelke Offline
Senior Member

Posts: 668
Threads: 82
Joined: Apr 2013
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#16
RE: Penumbra Worm...

I can give you a download of my whole (current) rock worm folder and you can mess around with that. The animations are played inside the Level Editor so you can see which one is which.

Derp.
08-25-2014, 03:44 PM
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Amnesiaplayer Offline
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Posts: 539
Threads: 105
Joined: Jun 2014
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#17
RE: Penumbra Worm...

okey Big Grin Thanks!
i hope it will have the animations Tongue
08-25-2014, 03:47 PM
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Radical Batz Offline
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#18
RE: Penumbra Worm...

I am going to send you a pm with the download link ok?

Neelke told me to format the zip file as a link and had to go eat so yeah.

And feel free to credit him Smile

08-25-2014, 04:06 PM
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Amnesiaplayer Offline
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Posts: 539
Threads: 105
Joined: Jun 2014
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#19
RE: Penumbra Worm...

thanks!! Big Grin
and yes! i'm going to credit him...
now i'm going to do some "Experiments"Big Grin with that worm.. Big Grin
08-25-2014, 04:18 PM
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Radical Batz Offline
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#20
RE: Penumbra Worm...

(08-25-2014, 04:18 PM)Amnesiaplayer Wrote: thanks!! Big Grin
and yes! i'm going to credit him...
now i'm going to do some "Experiments"Big Grin with that worm.. Big Grin

Feel free Smile As neelke said "you can mess around with that. The animations are played inside the Level Editor so you can see which one is which."

08-25-2014, 04:20 PM
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