Hardarm
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RE: Adding a Penumbra Monster /!\ 1 New Problems
No. they won't work.
And in penumbra overture I see them patrolling area also too much xD
listen to boards of canada
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07-11-2011, 12:41 AM |
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Hardarm
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RE: Adding a Penumbra Monster /!\ 1 New Problems
Ok look:
void OnStart()
{
AddEnemyPatrolNode("lolwut", "PathNodeArea_105",5, "");
AddEnemyPatrolNode("lolwut", "PathNodeArea_147", 5, "");
SetPlayerMoveSpeedMul(1.5);
SetPlayerRunSpeedMul(1.5);
SetPlayerLookSpeedMul(1.5);
CreateEntityAtArea("lolwut", "character_infected.ent","ScriptArea_4",true);
PlayMusic("Benny Hill - Yakety Sax.ogg", true, 10,2, 0, true);
}
This is my test for the dog.
I KNOW there's the character_infected.ent, but if you create an entity to an area, it won't load pathnodes I think. I mean, you can't put the dog in the editor, but if you add it from CreateEntityAtArea it won't load pathnodes, I tried with the infected too...
Now i'll try with the grunt.
listen to boards of canada
(This post was last modified: 07-11-2011, 04:14 PM by Hardarm.)
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07-11-2011, 03:02 PM |
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palistov
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RE: Adding a Penumbra Monster /!\ 1 New Problems
Try creating the path node file for a grunt (just place a grunt in the editor), then re-naming accordingly. It's a shot in the dark, but you never know
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07-11-2011, 03:16 PM |
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Hardarm
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RE: Adding a Penumbra Monster /!\ 1 New Problems
I tried...
Maybe you have to find a way to place the dog in the editor...
And then it will work
With CreateEntityAtArea, I tried with grunt, infected, brute:
Pathnodes won't work like that. :S
Maybe the dog hasn't got any issue, but must find a way to put it in the editor.
listen to boards of canada
(This post was last modified: 07-11-2011, 04:23 PM by Hardarm.)
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07-11-2011, 03:26 PM |
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nkmol
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RE: Adding a Penumbra Monster /!\ 1 New Problems
i think i know why does it crash. It's because the model is exported whith the main .dae exporter. And not whith the OPENCollade, which is used for Amnesia serie.
i'll try to get it in the model editor
i got the model in the model editor, sadly i cant move the model really strange, cant re-size, rotate or move it
as you can see i can't move his teeth in his mounth...
(This post was last modified: 07-17-2011, 02:26 PM by nkmol.)
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07-17-2011, 02:08 PM |
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plutomaniac
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RE: Adding a Penumbra Monster /!\ 1 New Problems
can you give me the opencollada file and check it out? I fixed yesterday some other model teeth in something else that I "made".
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07-17-2011, 03:41 PM |
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plutomaniac
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RE: Adding a Penumbra Monster /!\ 1 New Problems
Guys I fixed the dog problems. I need to test it first though a liitle-bit more and add sounds. It works in the editor as well. The previous model is f*** up
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07-17-2011, 05:40 PM |
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Jordo76
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RE: Adding a Penumbra Monster /!\ 1 New Problems
(07-17-2011, 05:40 PM)plutomaniac Wrote: Guys I fixed the dog problems. I need to test it first though a liitle-bit more and add sounds. It works in the editor as well. The previous model is f*** up
Take the animations and sound from mine (in the .ent)
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07-17-2011, 06:41 PM |
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plutomaniac
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RE: Adding a Penumbra Monster /!\ 1 New Problems
The way you edited the .ent file is not recommended. The animations were not correct and certain corrupted or added for no reason. I fixed everything and now only the sound is missing. The dog is still idiotic though. The same happened with infected of course. These are conversions after all.
I wrote these on the main thread:
I fixed the dog completely, removed corrupted files, fixed animations and extensions and run speed. Also the model is now visible in the level editor, no crashes. Right now I am adding sounds. Tomorrow I will release the fixed dog. It is based on Everlone's work but pretty much everything was made from scratch again by using the real penumbra files.
(This post was last modified: 07-17-2011, 06:46 PM by plutomaniac.)
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07-17-2011, 06:46 PM |
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nkmol
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RE: Adding a Penumbra Monster /!\ 1 New Problems
plutomaniac, that's really great! :O
you did some hard and clever work
great job!
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07-17-2011, 08:03 PM |
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