Tiny Ogre

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Post Reply
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Tiny Ogre

Post by HaunterV »

Someone please make a tiny ogre. like this size;
Image

I want to have a swarm of them pour out of a gateway to harass the crap out of the players.
Last edited by HaunterV on Tue Oct 23, 2012 6:10 pm, edited 1 time in total.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Tiny Ogre

Post by HaunterV »

naturally they'll be weak enough to swat and kill in one shot.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: Tiny Ogre

Post by Neikun »

Maybe these ones can be put into a monster group without messing up?
Ever group two base ogres? It's a nightmare. It creates one "Artificial" ogre that goes it's own way and doesn't respond to anything.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Tiny Ogre

Post by HaunterV »

sounds fun
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Tiny Ogre

Post by HaunterV »

Ok so i got the Tiny Ogre I wanted...
https://www.dropbox.com/s/81hyd1xpjmnvbh2/miniogres.zip By: Xanathar

However, I can't get the little guy to actually do dmg to the player;

Code: Select all

    defineObject{
       name = "microogre",
       class = "Monster",
       model = "assets/models/monsters/tunnel_ogre.fbx",
       meshName = "tunnel_ogre_mesh",
       animations = {
          idle = "mod_assets/animations/monsters/tunnel_ogre/tunnel_ogre_idle.fbx",
          moveForward = "mod_assets/animations/monsters/tunnel_ogre/tunnel_ogre_walk.fbx",
          turnLeft = "mod_assets/animations/monsters/tunnel_ogre/tunnel_ogre_turn_left.fbx",
          turnRight = "mod_assets/animations/monsters/tunnel_ogre/tunnel_ogre_turn_right.fbx",
          attack = "mod_assets/animations/monsters/tunnel_ogre/tunnel_ogre_attack.fbx",
          getHitFrontLeft = "mod_assets/animations/monsters/tunnel_ogre/tunnel_ogre_get_hit_front_left_02.fbx",
          getHitFrontRight = "mod_assets/animations/monsters/tunnel_ogre/tunnel_ogre_get_hit_front_right_02.fbx",
          getHitBack = "mod_assets/animations/monsters/tunnel_ogre/tunnel_ogre_get_hit_back_02.fbx",
          getHitLeft = "mod_assets/animations/monsters/tunnel_ogre/tunnel_ogre_get_hit_left_02.fbx",
          getHitRight = "mod_assets/animations/monsters/tunnel_ogre/tunnel_ogre_get_hit_right_02.fbx",
          fall = "mod_assets/animations/monsters/tunnel_ogre/tunnel_ogre_get_hit_back_02.fbx",
       },
       moveSound = "ogre_walk",
       footstepSound = "ogre_footstep",
       attackSound = "ogre_attack",
       hitSound = "ogre_hit",
       impactSound = "ogre_impact",
       dieSound = "ogre_die",
       --soundClipDistance = 8,
       hitEffect = "hit_blood",
       capsuleHeight = 0.6,
       capsuleRadius = 0.6,
       health = 165,
       sight = 4,
       attackPower = 20,
       accuracy = 100,
       protection = 6,
       evasion = -10,
       coolDown = { 2, 3 },
       movementCoolDown = 2,
       noRecoilInterval = { 0.1, 1.0 }, -- interval must end at 1, otherwise turn attack can be interrupted (looks ugly)
       exp = 750,
       lootDrop = { 25, "warhammer" },   
       healthIncrement = 50,
       attackPowerIncrement = 10,
       protectionIncrement = 1,
       brain = "Melee",
    }
Any ideas?
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
BeNNyBiLL
Posts: 40
Joined: Mon Oct 08, 2012 11:00 pm

Re: Tiny Ogre

Post by BeNNyBiLL »

You will probably have more sucess cloning an existing monster and changing the variables to what you need. I havn't tried defining any monsters with defineObject, I've always used cloneObject as recommended by the docs
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Tiny Ogre

Post by HaunterV »

BeNNyBiLL wrote:You will probably have more sucess cloning an existing monster and changing the variables to what you need. I havn't tried defining any monsters with defineObject, I've always used cloneObject as recommended by the docs
i tried switching to clone object but it just didnt work...

here is all the code i have used so far.
viewtopic.php?f=14&t=3864&start=20#p40046
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
Post Reply