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[SCRIPT] Waterlurker - Printable Version

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Waterlurker - goodcap - 07-07-2015

I feel kind of ashamed for asking, but I can't get the waterlurker to freaking move.
You walk through a ScriptArea and then the waterlurker should appear and move in the water automatically.

This is my script which should work but it doesn't :/

[Image: 9HmeQZH.png]


[Image: eZwVxy8.png]


I know the AreaNodes shouldn't even be necessary as the monster finds the pathnodes by himself but even that doesn't seem to work.


RE: Waterlurker - DnALANGE - 07-07-2015

To be VERY short....
The waterlurker dont work with Pathnodes!
It follows the player trough the waterarea (look at the waterlurker its entity)


RE: Waterlurker - Slanderous - 07-07-2015

Waterlurker is treated diffrently than Grunts/Brutes/any other monsters, as it has its own type in model editor. You can see that by opening his file in model editor, thus he will not follow pathnodes. Not sure about that, but perhaps you could make a custom entity for waterlurker, and set its type to "EnemyGrunt", but that probably won't work.


RE: Waterlurker - goodcap - 07-07-2015

I remember in A Machine for Pigs that the waterlurker moves on it's own without anybody being in the water. That's what i'm trying to re-create.


RE: Waterlurker - FlawlessHappiness - 07-07-2015

(07-07-2015, 01:28 PM)goodcap Wrote: I remember in A Machine for Pigs that the waterlurker moves on it's own without anybody being in the water. That's what i'm trying to re-create.

Use sounds and particle effects to create the same effect.

Remember being in the laboratory in Amnesia: The Dark Descent? When you look down the drain you see the waterlurker splash the water.

Just particle effects and sounds Smile


RE: Waterlurker - goodcap - 07-07-2015

Oh haha. Cool Smile

Thanks, boss

Which particle would you advice to use? I have tried several so far like water_dump splash.


RE: Waterlurker - FlawlessHappiness - 07-07-2015

I think ps_water_impact_medium or ps_water_impact_high could work too.
They can be found in the "impact" folder inside the "particles" folder.