[Monster] Swarm of flies
Posted: Fri Aug 23, 2013 9:08 pm
I tried to make new monster. This monster is maked from particle effect.
http://grimrock.nexusmods.com/mods/297/?

This monster have big evasion becouse is very difficult to damage it.
But when player use torch, this torch will be changed for bigger
acuracy and deal fire damage (this torch will be changed only when
swarm monster is in fromt of party). When monster isnt in front of party or
changed torch is getting to mouse, torches is changed to normal items.
14.9.2013 - Update
Changes:
- Add monsters Green Flies and Bees.
- Excange brain from Melle to Slime + make animations
(this animations I maybe update when I will be successed to make new mesh)
- Make sounds edit for to be shorter
- Changes in script for less CPU time consumation when is lot of swarms in dung.
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Beginers experience with making first monster by Adrtru
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1/ Model file
a/ I made new model in blender, exported it as .obj, imported into GMT add some nodes and use as monster.
This monster is bad becouse it generate error about missing skelet.
b/ When I get completed models from standard asset pack this monster, this monster have not this error.
2/ Animation
a/ no problem to manage some animation in annimation editor, but custom "attack animation" dont make damage.
this means that it needed to use satdard animation for attack.
( when I copy animations from standard asset to my mod_asset and connected this in moonster script, this attack animation dont make damage too )
b/ -> want to use slime brain for swarm, but slime standard animations for attack to different directions isnt defined node for moving to party and back. Then I use meele brain and set for srakk_torr with use node on tof of tail for particle effect.
SOLVING - use defineAnimationEvent - I overlooked this feature.
-> now I may make animations and redefine brain to slime
3/ about Torches
a/ I want to only redirected dammage torches from phisical to fire when is dammaged swarm.
-> it is possible to memorize champion,weapon and "playing time" from party:onAttack, in monster:onDamage when memorized "playing time" == "playing time" and memorized weapon == torch it may be called damagetile under monster by fire dmg ( but not in this time, but delayed thru some timer ). And when is dmgtype == phisical then return false for this hook.
It is a pity that it is not possible to change parameters in hooks ( e.g. return true, damagetype, damage in onDamage hook)
b/ I use difficult way with changes toches item when monster is in front of party. But it is possible to deal damage by phisicaly attacktype. New torch have better chance to hit.
http://grimrock.nexusmods.com/mods/297/?

This monster have big evasion becouse is very difficult to damage it.
But when player use torch, this torch will be changed for bigger
acuracy and deal fire damage (this torch will be changed only when
swarm monster is in fromt of party). When monster isnt in front of party or
changed torch is getting to mouse, torches is changed to normal items.
14.9.2013 - Update
Changes:
- Add monsters Green Flies and Bees.
- Excange brain from Melle to Slime + make animations
(this animations I maybe update when I will be successed to make new mesh)
- Make sounds edit for to be shorter
- Changes in script for less CPU time consumation when is lot of swarms in dung.
------------------------------------------------------------------------------------------------------------
Beginers experience with making first monster by Adrtru
------------------------------------------------------------------------------------------------------------
1/ Model file
a/ I made new model in blender, exported it as .obj, imported into GMT add some nodes and use as monster.
This monster is bad becouse it generate error about missing skelet.
b/ When I get completed models from standard asset pack this monster, this monster have not this error.
2/ Animation
a/ no problem to manage some animation in annimation editor, but custom "attack animation" dont make damage.
this means that it needed to use satdard animation for attack.
( when I copy animations from standard asset to my mod_asset and connected this in moonster script, this attack animation dont make damage too )
b/ -> want to use slime brain for swarm, but slime standard animations for attack to different directions isnt defined node for moving to party and back. Then I use meele brain and set for srakk_torr with use node on tof of tail for particle effect.
SOLVING - use defineAnimationEvent - I overlooked this feature.
-> now I may make animations and redefine brain to slime
3/ about Torches
a/ I want to only redirected dammage torches from phisical to fire when is dammaged swarm.
-> it is possible to memorize champion,weapon and "playing time" from party:onAttack, in monster:onDamage when memorized "playing time" == "playing time" and memorized weapon == torch it may be called damagetile under monster by fire dmg ( but not in this time, but delayed thru some timer ). And when is dmgtype == phisical then return false for this hook.
It is a pity that it is not possible to change parameters in hooks ( e.g. return true, damagetype, damage in onDamage hook)
b/ I use difficult way with changes toches item when monster is in front of party. But it is possible to deal damage by phisicaly attacktype. New torch have better chance to hit.