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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Sun Nov 16, 2014 2:54 am
by minmay

Code: Select all

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

defineObject{
  name = "ogre_hammer",
  baseObject = "warhammer"
}

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Sun Nov 16, 2014 3:09 am
by Grimfan
And to think I converted the ogre_hammer across from scratch.

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Sun Nov 16, 2014 8:43 am
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 :) )

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Sat Nov 22, 2014 12:48 am
by Sutekh
> Legionary Shield <

Really loving those asset definitions by John Wordsworth. ;)

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Wed Nov 26, 2014 11:49 pm
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EDIT: Removed outdated code - see final version here: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

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Thu Nov 27, 2014 1:25 am
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.

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Thu Nov 27, 2014 3:16 am
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.

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Thu Nov 27, 2014 9:14 am
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.

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Thu Nov 27, 2014 11:22 am
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?

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Thu Nov 27, 2014 12:11 pm
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")