Statue Comes to life
Statue Comes to life
I need a monster statue.
Can someone make either a Warden or an Ogre statue for me please?
I am having a statue come to life and attack the player after an event so life would be easier if the statue was a monster statue... otherwise I'll need to lock up an ogre in a closet and unleash it that way.
a Plus would be a stone textured ogre.
Can someone make either a Warden or an Ogre statue for me please?
I am having a statue come to life and attack the player after an event so life would be easier if the statue was a monster statue... otherwise I'll need to lock up an ogre in a closet and unleash it that way.
a Plus would be a stone textured ogre.
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Re: Statue Comes to life
I could be stone textured and then "bust out" of the stone and be normal colored (by swapping the model for the real monster), or if you want a "stone coming alive to fight" situation then that's cool too
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Re: Statue Comes to life
Retexturing it should be easy enough, but is it possible to "freeze" common enemies so they don't play their idle animations or move around? This, as mentioned, could be circumvented by making a separate model for the statue and swapping it with the monster.
BASILEUS
Re: Statue Comes to life
With hooks it is possible to hold a monster, just have onMove; onTurn; onAttack all return false.Kuningas wrote:Retexturing it should be easy enough, but is it possible to "freeze" common enemies so they don't play their idle animations or move around? This, as mentioned, could be circumvented by making a separate model for the statue and swapping it with the monster.
I used a similar effect in my new "Hold Monster" Spell.
viewtopic.php?f=14&t=3475&start=80#p39822
EDIT - so... you could define a cloned ogre and use the above hooks to make it inanimate... then when the players activate said event destroy it and spawn a real 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
A stone ogre, hm?
http://www.filedropper.com/stoneogre
SpoilerShow

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Re: Statue Comes to life
If i wanna put this great stone ogre in my dungeon as a normal enemy, what code I'll have tu put into the materials.lua and monsters.lua?
Re: Statue Comes to life
Neikun wrote:A stone ogre, hm?http://www.filedropper.com/stoneogreSpoilerShow
God that's awesome. Thank you so much.
Now to tweak its defense and attack. I also want to remove it's charge move. but for that I can just look at my mini ogre's code.
Just these need to return false? or are there other things as well?onMove; onTurn; onAttack all return false.
Also, does anyone know where to find a large puff of smoke? I figure that's the best way to disguise the statue -> Live stone ogre transition.
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SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
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Re: Statue Comes to life
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:
@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
}"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
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
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Re: Statue Comes to life
oo! brain = ogre
so if brain = melee it wont ogre charge! right?
on the other hand if i can make the screen shake with the ogre charge... that should be frightening right? Screen shake, ogre shouting, lights dimming, dust flying, players dying... fun!
so if brain = melee it wont ogre charge! right?
on the other hand if i can make the screen shake with the ogre charge... that should be frightening right? Screen shake, ogre shouting, lights dimming, dust flying, players dying... fun!
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
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.
Code: Select all
onMove = function(monster,direction)
return false
end
onTurn = function(monster,direction)
return false
end
onAttack = function(monster,attack)
return false
endOf 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...
Code: Select all
statue =1
function checkStatue()
if statue == 1 then
return false
elseif statue == 0 then
return true
endCode: Select all
function transformStatue()
statue = 0
endPuzzle 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
