Is there a way to make Ogres not use rush attack?
- vidarfreyr
- Posts: 71
- Joined: Sat Oct 20, 2012 4:40 am
Is there a way to make Ogres not use rush attack?
Is there a way to make Ogres not use rush attack? Say, if one wanted it to use spells as a ranged attack instead? Still using hammer on close range?
Re: Is there a way to make Ogres not use rush attack?
sure it is , you have to copy/paste on your object lua the code from ogre and remove the line with rush attack
well i think if you remove those line
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",
and
rushBeginSound = "ogre_rush_begin",
or if it not work , change brain to "Melee"
well i think if you remove those line
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",
and
rushBeginSound = "ogre_rush_begin",
or if it not work , change brain to "Melee"
Re: Is there a way to make Ogres not use rush attack?
Alternatively you could put the vision to 1 so it can only see 1 square away.
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Re: Is there a way to make Ogres not use rush attack?
If you omit the lines for those animations, you will crash the game. Not sure about the brain = melee, though. worth a shot!
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- undeaddemon
- Posts: 157
- Joined: Fri Mar 02, 2012 3:38 pm
Re: Is there a way to make Ogres not use rush attack?
"invalid brain type" unless I did something else wrong.... hold
OK... Melee works.... no charge.... so... if i am tryin to have him cast spells... which brain......
OK... Melee works.... no charge.... so... if i am tryin to have him cast spells... which brain......
Re: Is there a way to make Ogres not use rush attack?
Can someone help us fix this script?
I don't understand scripting enough to know how to let it know about second parameters.
This is an attempt at making an ogre sling spells.
Code: Select all
onAttack = function(self)
local dx, dy = getForward(self.facing)
spawn("fireburst", self.level, self.x + dx, self.y + dy, self.facing)
return false
end,This is an attempt at making an ogre sling spells.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
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- vidarfreyr
- Posts: 71
- Joined: Sat Oct 20, 2012 4:40 am
Re: Is there a way to make Ogres not use rush attack?
Perhaps a script is needed that will change the monsters brain type depending on how far away the player is? For fireballs I suppose a uggardian brain and a onRangedAttack command might work. But for the Ogre to switch to melee then perhaps a script that measures the length between Ogre and party then switches brain type to melee. Sounds crazy enough to work.
Re: Is there a way to make Ogres not use rush attack?
i think is "range" type if you want him to cast a spell and define his range attack as a spell
well in fact the real question is "it is possible to define a brain"?
if yes how?
well in fact the real question is "it is possible to define a brain"?
if yes how?
Re: Is there a way to make Ogres not use rush attack?
I've never used getForward, but I know anytime something will return two values you need to variable to hold them. As far as I can see, that script looks fine. Maybe test with some other monsters?Neikun wrote:Can someone help us fix this script?I don't understand scripting enough to know how to let it know about second parameters.Code: Select all
onAttack = function(self) local dx, dy = getForward(self.facing) spawn("fireburst", self.level, self.x + dx, self.y + dy, self.facing) return false end,
This is an attempt at making an ogre sling spells.
You could test and see how the getForward works by changing the code to simply:
Code: Select all
print(getForward(self.facing))Code: Select all
print(dx,dy)Finished Dungeons - complete mods to play
Re: Is there a way to make Ogres not use rush attack?
Your script looks absolutely fine... and mirrors one of my own (granted mine's a range attack, but still should work for replacing the melee attack.)Neikun wrote:Can someone help us fix this script?I don't understand scripting enough to know how to let it know about second parameters.Code: Select all
onAttack = function(self) local dx, dy = getForward(self.facing) spawn("fireburst", self.level, self.x + dx, self.y + dy, self.facing) return false end,
This is an attempt at making an ogre sling spells.
Code: Select all
onRangedAttack = function(self)
local dx, dy = getForward(self.facing)
spawn("deathball", self.level, self.x + dx, self.y + dy, self.facing)
return false
end,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
