[ASSET] - DM SKELETON RAISING FROM COFFIN

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
lexdr
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Re: [ASSET] - DM SKELETON

Post by lexdr »

Thank you Leki, and good luck for your problem!
Aeon
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Re: [ASSET] - DM SKELETON

Post by Aeon »

All fingers crossed for your problem. A junkyard straight in your neighborhood, who wouldn´t get upset for that... Good luck!
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Leki
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Re: [ASSET] - DM SKELETON

Post by Leki »

Leki wrote:Ok, last days I was looking for solution but it's impossible to achieve it without ingame script - it means I will leave the idea to make skeleton jumping out from the coffin.
Impossible I said? Well, I solved it, I guess :twisted:
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Isaac
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Re: [ASSET] - DM SKELETON

Post by Isaac »

Leki wrote:
Leki wrote:Ok, last days I was looking for solution but it's impossible to achieve it without ingame script - it means I will leave the idea to make skeleton jumping out from the coffin.
Impossible I said? Well, I solved it, I guess :twisted:
Custom Pressure plate animation?
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Leki
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Re: [ASSET] - DM SKELETON

Post by Leki »

Isaac wrote:
Leki wrote:
Leki wrote:Ok, last days I was looking for solution but it's impossible to achieve it without ingame script - it means I will leave the idea to make skeleton jumping out from the coffin.
Impossible I said? Well, I solved it, I guess :twisted:
Custom Pressure plate animation?
No, custom plate uses only two frames in anim. I use smth like:
1st monster:

Code: Select all

onDie = function(monster)
		local level, x, y, facing = monster.level, monster.x, monster.y, monster.facing
		monster:setPosition(party.x, party.y, facing, level)
		spawn("dm_coffin_skeleton_sword_shield_raising", level, x, y, facing)
		return false
	end
2nd monster:

Code: Select all

	onAttack = function(monster)
		for i in entitiesAt(party.level, party.x, party.y) do
			if i.class == "Monster" then 
				i:destroy()
			end
		end	
	end
Well it's a little bit more complex, but the idea is described there. You can set monster position without warnig in console and you no need external scripts, timers - everything works as simple plugin - just place coffin in scene.[/color]
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Leki
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Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by Leki »

Ok, it's time to share some progress in this case. In the end I found some solution, how to achieve the goal.
Animation set is not 100% ready yet and I will polish it a bit, particles and monster definitions in general as well, so it will take few days until it will be available - but it's already ok for short presentation I guess :roll:
What you can see on the video:
- breakable coffin with undead skeleton inside
- raised skeleton can walk out of the coffin
- he can fight in front of the coffin or push party attacking by shield one cell back
- then he can follow the party and fight
- opened coffin is still blockade, but it can be destroyed to the pieces
- there is no performance issues - you can open as many coffins as you want
- skeleton can step out from coffin and there is no corrner collision, you can see 2 of them in one cell :twisted:
- there is no script errors or warnings, no print empty lines in console and stuff like that
- coffin with skeleton is pulugin, you NO NEED to write any line of script in editor, you no need frameworks etc --> just add coffin in your dungeon like any other monster/custom object






So what next?
- I'm thinking about the Necromancer/Lich - he will be able to raise skeleton from coffins, so he is good candidate for some boss fights (but you can use goromorg for that I guess - it's so easy...)
- Next one can be a ninja warrior with ability to jump over the pits and doing similiar acrobatics tricks, using counterattacks and stuff like that and with ability to throw shurikens from the distance and use ninjato and kicks in close combat.
- Or Spider Queen - a monster 3x4 cell size big, with hitzones and special abilities like spiderweb shooting, you need to cast "Free move" spells etc.
Or maybe smth else... Let me know what you like more :roll:
Last edited by Leki on Wed Apr 23, 2014 10:28 am, edited 2 times in total.
I'm the Gate I'm the Key.
Dawn of Lore
lexdr
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Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by lexdr »

Wow, you did it! :D
Amazing! Really.
Lex
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JKos
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Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by JKos »

Wow, that looks really good, great job as usual from you. But I was thinking what happens if you attack the skeleton when he is coming out of the coffin?
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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Leki
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Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by Leki »

JKos wrote:Wow, that looks really good, great job as usual from you. But I was thinking what happens if you attack the skeleton when he is coming out of the coffin?
I chose solution to put skeleton in protect mode for a while, so you can attack him but you will miss. In whole skeleton activities this protect mode takes in sum about 3.5 sec: when he steps out of the coffin, when he advances to cell in front of the coffin. I have solution when you can kill him in any moment including steping out, but you have to do over 120 dmg to do it, because of monster hp setup. In other word protect mode simulates dark magic power of this creature when raising cannot be interupted.
Last edited by Leki on Wed Apr 23, 2014 10:27 am, edited 1 time in total.
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Eleven Warrior
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Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by Eleven Warrior »

WOW Truly awesome Leki ahy :)
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