Yeah I imagined that...but I'm quite a noob with lua code and I'll thank you about your patience!Neikun wrote:In my monster code I gave it warden sound effects.
@Ciccipicci, no new materials are needed. (Don't you recognize the temple floor material?)
I have mine saved in my models folder, so my script looks like this:Code: Select all
defineObject{ name = "stone_ogre", class = "Monster", model = "mod_assets/models/stone_ogre.fbx", meshName = "tunnel_ogre_mesh", animations = { idle = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_idle.fbx", moveForward = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_walk.fbx", turnLeft = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_turn_left.fbx", turnRight = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_turn_right.fbx", attack = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_attack.fbx", attack2 = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_attack_stab.fbx", --attack3 = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_attack_two_handed.fbx", --attack4 = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_attack_leap.fbx", turnAttackLeft = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_attack_left.fbx", turnAttackRight = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_attack_right.fbx", getHitFrontLeft = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_get_hit_front_left_02.fbx", getHitFrontRight = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_get_hit_front_right_02.fbx", getHitBack = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_get_hit_back_02.fbx", getHitLeft = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_get_hit_left_02.fbx", getHitRight = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_get_hit_right_02.fbx", fall = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_get_hit_back_02.fbx", rushBegin = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_rush_begin.fbx", rushContinue1 = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_rush_continue_right_step.fbx", rushContinue2 = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_rush_continue_left_step.fbx", rushHit1 = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_rush_hit_right_step.fbx", rushHit2 = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_rush_hit_left_step.fbx", }, moveSound = "warden_walk", footstepSound = "warden_footstep", attackSound = "warden_attack", impactSound = "warden_impact", hitSound = "ogre_hit", dieSound = "ogre_die", rushBeginSound = "ogre_rush_begin", --soundClipDistance = 8, hitEffect = "hit_blood", capsuleHeight = 0.6, capsuleRadius = 0.6, health = 700, sight = 4, attackPower = 80, accuracy = 30, protection = 17, 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 = { 100, "ogre_hammer" }, healthIncrement = 50, attackPowerIncrement = 10, protectionIncrement = 1, brain = "Ogre", onDealDamage = function(self, champion, damage) party:shakeCamera(0.5, 0.3) party:playScreenEffect("damage_screen") end }
Statue Comes to life
- Ciccipicci
- Posts: 154
- Joined: Mon Oct 08, 2012 12:55 am
Re: Statue Comes to life
Re: Statue Comes to life
Grimwold wrote:Yeah, those 3 should do it... it doesn't have ranged attack which is the only other relevant hook.HaunterV wrote:Just these need to return false? or are there other things as well?onMove; onTurn; onAttack all return false.
Give it a try with a simple cloned monster by adding the following to the definition.That monster will never move, turn or attack!Code: Select all
onMove = function(monster,direction) return false end onTurn = function(monster,direction) return false end onAttack = function(monster,attack) return false end
Of course for your actual statue you could set up a variable in a script entity (something like statue = 1) and each hook would check the value of that variable...
so when you want it to turn from a statue to a monster all you have to do is change the variable.Code: Select all
statue =1 function checkStatue() if statue == 1 then return false elseif statue == 0 then return true end
Code: Select all
function transformStatue() statue = 0 end
am ito understand the switching the variable will make the monster start moving again? like i wont need to do the puff of smoke swap out prop for monster thing? aweseome.
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Re: Statue Comes to life
Yeah, that's the idea... as long as the hooks (onMove; onTurn; onAttack) are calling the checkStatue() function, which will need to be in a script entity in your dungeon along with the variable and the transform function, then a simple change to the variable will bring it to life.HaunterV wrote: am ito understand the switching the variable will make the monster start moving again? like i wont need to do the puff of smoke swap out prop for monster thing? aweseome.
Last edited by Grimwold on Thu Oct 25, 2012 2:36 pm, edited 1 time in total.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: Statue Comes to life
actually I've just tested this.. and while the Ogre doesn't move turn or attack, he still does his idle animations....
After further checking, there doesn't seem to be a way to prevent idle animations purely from the monster definition.. it has to have an animation file for the idle state... but perhaps someone with more modelling talent than I could create a static 'animation' for the ogre.
After further checking, there doesn't seem to be a way to prevent idle animations purely from the monster definition.. it has to have an animation file for the idle state... but perhaps someone with more modelling talent than I could create a static 'animation' for the ogre.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: Statue Comes to life
sounds like the statue swap approach might be easier after all!
Finished Dungeons - complete mods to play
Re: Statue Comes to life
would some sort of Idle animation = false script work you think?
looking likeKomag wrote:sounds like the statue swap approach might be easier after all!
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
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
Re: Statue Comes to life
I'm not sure there's a way to do it.. looking at the basic ogre definition from the asset pack, what we have is:HaunterV wrote:would some sort of Idle animation = false script work you think?
Code: Select all
idle = "assets/animations/monsters/tunnel_ogre/tunnel_ogre_idle.fbx",Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: Statue Comes to life
Xanathar is working with animations. maybe he'll have an idea.
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
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
Re: Statue Comes to life
You can make him stay in idle simply by using blockers (Like say, for a shopkeeper). Perhaps you can modify the freeze spell effect and alter the color change to a drab gray, triggering it to end at will.
Last edited by msyblade on Fri Oct 26, 2012 3:15 pm, edited 1 time in total.
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Re: Statue Comes to life
The problem with staying idle is that it's not very statue like.
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