disabling warden charge

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bongobeat
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disabling warden charge

Post by bongobeat »

Hi,
is it possible to disable the warden charge?
Last edited by bongobeat on Mon Jul 29, 2013 1:09 pm, edited 1 time in total.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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undeaddemon
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Re: desabling warden charge

Post by undeaddemon »

I think you can define a new warden - and in there are his attacks [here its looks like rush] - just remark out that attack with --

Code: Select all

	animations = {
		idle = "assets/animations/monsters/guardian/guardian_idle.fbx",
		moveForward = "assets/animations/monsters/guardian/guardian_walk.fbx",
		turnLeft = "assets/animations/monsters/guardian/guardian_turn_left.fbx",
		turnRight = "assets/animations/monsters/guardian/guardian_turn_right.fbx",
		attack = "assets/animations/monsters/guardian/guardian_attack.fbx",
		attack2 = "assets/animations/monsters/guardian/guardian_attack_swing.fbx",
		turnAttackLeft =  "assets/animations/monsters/guardian/guardian_attack_swing_left.fbx",
		turnAttackRight =  "assets/animations/monsters/guardian/guardian_attack_swing_right.fbx",
		getHitFrontLeft = "assets/animations/monsters/guardian/guardian_get_hit_front_left.fbx",
		getHitFrontRight = "assets/animations/monsters/guardian/guardian_get_hit_front_right.fbx",
		getHitBack = "assets/animations/monsters/guardian/guardian_get_hit_back.fbx",
		getHitLeft = "assets/animations/monsters/guardian/guardian_get_hit_left.fbx",
		getHitRight = "assets/animations/monsters/guardian/guardian_get_hit_right.fbx",
		fall = "assets/animations/monsters/guardian/guardian_get_hit_front_left.fbx",
		rushBegin = "assets/animations/monsters/guardian/guardian_rush_begin.fbx",
		rushContinue1 = "assets/animations/monsters/guardian/guardian_rush_continue_right_step.fbx",
		rushContinue2 = "assets/animations/monsters/guardian/guardian_rush_continue_left_step.fbx",
		rushHit1 = "assets/animations/monsters/guardian/guardian_rush_hit_right_step.fbx",
		rushHit2 = "assets/animations/monsters/guardian/guardian_rush_hit_left_step.fbx",
	},
SeyProdumen
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Re: desabling warden charge

Post by SeyProdumen »

You could also just clone the warden and add

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brain = "Melee",
I did a quick test and it seems to work fine.
bongobeat
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Location: France

Re: desabling warden charge

Post by bongobeat »

thanks for your answers,
disabling the first attack doesn't work, but with replacing the brain with "Melee" it's disable the rush!
thanks for your help!
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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msyblade
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Re: desabling warden charge

Post by msyblade »

Alternatively, You can change his vision to 1, and he wont see the party till hes too close to charge, or vision 0 and he wont see the party at all, thus never attack.
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

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bongobeat
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Re: desabling warden charge

Post by bongobeat »

with vision to 0 he can make a good npc then?
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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msyblade
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Re: desabling warden charge

Post by msyblade »

bongobeat wrote:with vision to 0 he can make a good npc then?

Absolutely, and you can use pressure plates connected to blockers activating/deactivating to roughly give them rudimentary pathfinding. I believe mahric has made an npc pathfinding script somewhere around here also.
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
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