stationary monsters

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Akatana
Posts: 42
Joined: Tue Apr 10, 2012 11:07 pm

stationary monsters

Post by Akatana »

Hello I'm working on NPC's right now and I'm kinda confused on how the stationary function works?
If I'm right it should stop the movement of a monster (kinda like blockers)
But it seems like its no boolean because if I set staionary = true, the monster still moves...
Sooo how to use it?
Magus
Posts: 56
Joined: Wed Sep 12, 2012 6:05 pm

Re: stationary monsters

Post by Magus »

which stationary function? I don't see any stationary function.
User avatar
Akatana
Posts: 42
Joined: Tue Apr 10, 2012 11:07 pm

Re: stationary monsters

Post by Akatana »

http://www.grimrock.net/modding/asset-d ... reference/
stationary: if set the monster does not move.
User avatar
Montis
Posts: 340
Joined: Sun Apr 15, 2012 1:25 am
Location: Grimrock II 2nd playthrough (hard/oldschool)

Re: stationary monsters

Post by Montis »

It's not really a function but more a property... http://www.grimrock.net/modding/asset-d ... reference/

No clue how to use it though other than cloning an existing monster and then setting the stationary to true.
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
Magus
Posts: 56
Joined: Wed Sep 12, 2012 6:05 pm

Re: stationary monsters

Post by Magus »

Oh in the asset definition, usually it should work with stationary = true.

EDIT: did you miss the "t" in stationary maybe?
User avatar
Akatana
Posts: 42
Joined: Tue Apr 10, 2012 11:07 pm

Re: stationary monsters

Post by Akatana »

But it does not :)
Uljanov
Posts: 1
Joined: Sat Sep 15, 2012 7:15 pm

Re: stationary monsters

Post by Uljanov »

I am also interested in this. How does this stationary thing work and can the monster be made so that it is first stationary (not doing anything, just "guarding" on one spot) and then when the party picks up a certain item (or moves on "right" spot), the monster will move normally and attack the party.
User avatar
Akatana
Posts: 42
Joined: Tue Apr 10, 2012 11:07 pm

Re: stationary monsters

Post by Akatana »

Uljanov wrote:I am also interested in this. How does this stationary thing work and can the monster be made so that it is first stationary (not doing anything, just "guarding" on one spot) and then when the party picks up a certain item (or moves on "right" spot), the monster will move normally and attack the party.
You can make this with blockers

Just place an invisible pressure plate on the ground and then link it to a script where you simply deactivate the blockers around the monster

Code: Select all

function deactivateBlockers()
   blocker_1:deactivate()
   blocker_2:deactivate()
   ...
end
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: stationary monsters

Post by Komag »

what about the "guarding" option for monsters?
Finished Dungeons - complete mods to play
User avatar
Akatana
Posts: 42
Joined: Tue Apr 10, 2012 11:07 pm

Re: stationary monsters

Post by Akatana »

Yup already figured this out :P
But now my new problem is that I dont know how to remove an item from an alcove
Post Reply