[ASSETS] LOG 1 MONSTERS - Enhanced Edition

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minmay
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by minmay »

Code: Select all

defineObject{
  name = "legionary_shield",
  baseObject = "heavy_shield"
}

defineObject{
  name = "ogre_hammer",
  baseObject = "warhammer"
}
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Grimfan
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by Grimfan »

And to think I converted the ogre_hammer across from scratch.
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TSotP
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by TSotP »

Grimfan wrote:And to think I converted the ogre_hammer across from scratch.
converting it from scratch is obviously much more ideal :) , but at least with the script minmay wrote, it's a simple fix to get 2 new monsters working. (thanks minmay :) )
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Sutekh
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by Sutekh »

> Legionary Shield <

Really loving those asset definitions by John Wordsworth. ;)
Last edited by Sutekh on Mon Sep 05, 2016 10:35 pm, edited 1 time in total.
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THOM
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by THOM »

I am trying to get the Tentacles to work.

well, I could implement the monster into the game and it moves and attacks. But some things seem to be missing:

The Tentacles doesn't hide down (and because they never do, they also do not rise up). And the Tentacles do not turn to the party to attack, couldn't figure out, why.

Any ideas??

EDIT: Removed outdated code - see final version here:

viewtopic.php?f=22&t=8278&p=86080#p86080
Last edited by THOM on Fri Nov 28, 2014 11:50 am, edited 1 time in total.
THOM formaly known as tschrage
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Prozail
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by Prozail »

tentacles_1.animation:play("hide")
tentacles_1.animation:play("reveal")
theese work..
Also i found this strange component in the scriptreference.. and tried to add it... worked fine :)

Code: Select all

{
 class = "TentacleHide",
 name = "hide",
 sound = "tentacles_walk", 
 },
I think you might need a few more action definitions though as he's pretty passive if you sidestep him, but im too tired right now to look at it.

Edit: found out that the TentacleBrain gives you a few additional flags:
self.go.brain.partyDiagonal
self.go.brain.partyOnLevel
self.go.brain.partyAdjacent
self.go.brain.partyRight
self.go.brain.partyLeft
....partyBehind
....partyAhead
but you prob. need to implement your own onThink-method.
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THOM
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by THOM »

Thanks - your suggestions helps a lot.
Prozail wrote: Edit: found out that the TentacleBrain gives you a few additional flags:
self.go.brain.partyDiagonal
self.go.brain.partyOnLevel
self.go.brain.partyAdjacent
self.go.brain.partyRight
self.go.brain.partyLeft
....partyBehind
....partyAhead
But I don't know waht to do with that.
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Prozail
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by Prozail »

if means you can do something like

Code: Select all

 {
 class = "TentacleBrain",
 name = "brain",
 allAroundSight = true,
 onThink = function(self)
	if self.go.brain.partyRight or self.go.brain.partyLeft then
		self.go.brain:turnTowardsParty()
	end
 end
 },
He has turn-attacks aswell.. above was only a very quick example.
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THOM
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by THOM »

oh, yes. Good one. Now it acts much better. And I found out that I do not have to define the animations. And for a certain reason without having them defined, Tentacles are acting better, too.

I would like to get him hide, if the party steps away - but can't get something like self.go.brain:TentacleHide() to work. Prozail, where do you got that self.go.brain:turnTowardsParty() from?
THOM formaly known as tschrage
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Prozail
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by Prozail »

it's from the Scripting Reference on the BrainComponent, http://www.grimrock.net/modding/scripti ... nComponent

Edit:
but can't get something like self.go.brain:TentacleHide() to work.
If you defined the hide-action you could try to do self.go.brain:performAction("hide")
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