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Re: custom monster: mummy
Posted: Thu Jan 03, 2013 5:01 am
by Neikun
We would bear with you to til the end of time. We love your work.
Re: custom monster: mummy
Posted: Thu Jan 03, 2013 5:20 am
by undeaddemon
Neikun wrote:We would bear with you to til the end of time. We love your work.
Yeah no apologies - I just have never seen that before, not sure what to make of it... I did try to flip the accuracy to 1 and then 15... still no hit though.
Re: custom monster: mummy
Posted: Thu Jan 03, 2013 10:18 am
by hyteria
i m gonna try to change hitbox , i keep you informed
Re: custom monster: mummy
Posted: Thu Jan 03, 2013 10:27 am
by flatline
Sounds a bit like the issues others have had when cloning spiders and ogres. Have you defined your anims with the new monster?
Re: custom monster: mummy
Posted: Thu Jan 03, 2013 11:59 am
by wallasaurus
updated,
seems to hit me in my test dungeon.
add import "mod_assets/scripts/animation_events.lua" to your init script. I cloned the skeleton warrior stuff again.
Sounds are a bit chain-maily but it is working better. Need to figure out how the swipes are spawned too.
Re: custom monster: mummy
Posted: Thu Jan 03, 2013 12:52 pm
by hyteria
thx walla for the quick problem fix)
Re: custom monster: mummy
Posted: Thu Jan 03, 2013 4:27 pm
by odinsballs
thats one fine mummy, so infinite thanks to wallasaurus for his skillfull and talented work. as for the no hit problem just crank it's accuracy up to 50 or so and it will punch you in the nose every time you get near.

Re: custom monster: mummy
Posted: Thu Jan 03, 2013 4:52 pm
by undeaddemon
Oh Yeaahh.... working SWEET now!
super-bad.....
Amazing piece of work!
Re: custom monster: mummy
Posted: Thu Jan 03, 2013 5:47 pm
by hyteria
yes this mummy will have a very large place in my next dungeons "tombs of the forgottens"
and this work fine with patrol too hehe

Re: custom monster: mummy
Posted: Fri Jan 04, 2013 12:31 am
by hyppyp
MAN! Looking dandy!

I bow my head to you wallasaurus.....