Someone please make a tiny ogre. like this size;
I want to have a swarm of them pour out of a gateway to harass the crap out of the players.
Tiny Ogre
Tiny Ogre
Last edited by HaunterV on Tue Oct 23, 2012 6:10 pm, edited 1 time in total.
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Re: Tiny Ogre
naturally they'll be weak enough to swat and kill in one shot.
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Re: Tiny Ogre
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.
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.
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Re: Tiny Ogre
sounds fun
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Re: Tiny Ogre
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;
Any ideas?
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",
}
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Re: Tiny Ogre
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
Re: Tiny Ogre
i tried switching to clone object but it just didnt work...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
here is all the code i have used so far.
viewtopic.php?f=14&t=3864&start=20#p40046
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