[ASSET] - DM SKELETON RAISING FROM COFFIN

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Isaac
Posts: 3188
Joined: Fri Mar 02, 2012 10:02 pm

Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by Isaac »

Leki wrote: In other word protect mode simulates dark magic power of this creature when raising cannot be interupted. [/color]
You could also signify that with a brief particle spawn; might look creepy/cool. 8-)
User avatar
JKos
Posts: 464
Joined: Wed Sep 12, 2012 10:03 pm
Location: Finland
Contact:

Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by JKos »

Leki wrote: I chose solution to put skeleton in protect mode for a while, so you can attack him but you will miss.
That sounds like a good solution.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
User avatar
Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by Drakkan »

naprostá paráda ! :ugeek:
Breath from the unpromising waters.
Eye of the Atlantis
User avatar
Leki
Posts: 550
Joined: Wed Sep 12, 2012 3:49 pm

Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by Leki »

DOWNLOAD and INSTRUCTIONS: HERE

I'm the Gate I'm the Key.
Dawn of Lore
User avatar
hecktickxx
Posts: 20
Joined: Mon Apr 21, 2014 7:36 pm

Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by hecktickxx »

Absolutely love the designs of the skeleton and amazed how you actually go them working, I can't see any issues between coming into the a fighting stance from the coffin; flawless, keep up the good work =D
Grimfan
Posts: 369
Joined: Wed Jan 02, 2013 7:48 am

Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by Grimfan »

Hi Leki,

The skeleton works perfectly with the sole exception that if you place a coffin blockage (the broken coffin) next to one of your coffin skeletons, the editor attempts to create two skeletons and crashes to desktop (an unforseen loop perhaps?). Now I created a non-spawning coffin blockage (without step 12) to create a quick fix for the problem, but it's one bug that I discovered (of course if I'm the only one who gets this result it might be something unforseen on my end).

I also wonder what happens if I use an AOE spell to destroy two or more coffins simultaneously? Is this a legitimate concern?

The skeleton is still brilliant by the way. The best thing you have come up with (and that's saying something given the quality of your other work). :D

Oh, and I vote spider queen. ;)
User avatar
Leki
Posts: 550
Joined: Wed Sep 12, 2012 3:49 pm

Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by Leki »

Grimfan wrote:Hi Leki,

The skeleton works perfectly with the sole exception that if you place a coffin blockage (the broken coffin) next to one of your coffin skeletons, the editor attempts to create two skeletons and crashes to desktop
Thaks for bug reporting.
"dm_coffin_skeleton_broken" is not "blockade you can use for your dungeon" - it's a part of skeleton coffin sequence - and if you add this object into scene, you have to use different name.

"dm_coffin_skeleton_sword_shield_1" will try to spawn on fly "dm_coffin_skeleton_broken_1", but if this object already exists (because you addet it manually into dungeon), game crashes. The same will happen if you add into scene any of dm_skeleton_coffin parts.

Skeleton script can be improved to handle this situation, but the simpliest solution is to create your own Blockade based on original, let me say:

Code: Select all

cloneObject{
	name = "my_broken_coffin_blockade",
	baseObject = "dm_coffin_skeleton_broken",
}
and then don't care about object id collisions ;) [/color]
Grimfan wrote: I also wonder what happens if I use an AOE spell to destroy two or more coffins simultaneously? Is this a legitimate concern?

As far I know, you can use AOE spells / damage cells without limits.

So as monster, please use only "dm_coffin_skeleton_sword_shield" and use ID's generated by editor - e.g. "dm_coffin_skeleton_sword_shield_1" etc.
Another limitation is that you cannot spawn "dm_coffin_skeleton_sword_shield" by script or spawner, because script does not support "generated IDs".

But if you wanna do it - you can improve scripts and create support for spawning etc. ;)

I'm the Gate I'm the Key.
Dawn of Lore
Grimfan
Posts: 369
Joined: Wed Jan 02, 2013 7:48 am

Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by Grimfan »

I thought that might have been the case when I created the new object myself, but wanted 100% clarification since I am getting back into modding after a very long break.

So as far as I can tell the skeleton is bug free.

Also something like a swarm of flesh-eating scarab beetles might be an interesting new critter to tackle. Sort of like AdrTu's (hope I got the name right) fly swarms but along the ground. :)
trancelistic
Posts: 275
Joined: Sat Jun 16, 2012 5:32 am

Re: [ASSET] - DM SKELETON RAISING FROM COFFIN

Post by trancelistic »

Wow this is awesome. I liked to use it in my dungeon if I'm allowed.
Btw. Dark omen vocals?:) Awesome Leki. I used to love that game so much.
Post Reply