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Adding a Penumbra Monster /!\ 1 New Problems
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Jordo76 Offline
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Post: #11
RE: Adding a Penumbra Monster
I meant how to make it Run ?
07-10-2011 11:33 PM
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palistov Offline
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Post: #12
RE: Adding a Penumbra Monster
Monsters won't run until they're hunting the player. You can increase its walk speed in user-defined vars but that'll just make it sprint everywhere it goes, and it will go even faster when it's chasing the player.

You can create separate entity files and modify one so that it's always running by changing its walk speed to around 50% faster. Make sure the hunt speed or run speed modifier for it is close to 1, so that if the player gets spotted the dog doesn't run at the speed of light to chase him.

07-10-2011 11:37 PM
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plutomaniac Offline
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Post: #13
RE: Adding a Penumbra Monster
if you want now update your thread with the pathnodes palistov mentioned. This will help whoever is interested in the dog.

[Image: 2me72wn.gif]
07-10-2011 11:40 PM
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Jordo76 Offline
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Post: #14
RE: Adding a Penumbra Monster
I tested it and the dog won't follow pathnode as Hardam said, so now the thread will treat 2 new problems,
1)How to make the dog compatible with Path Nodes
2)How to do in sort that the infected chase you when he sees you (Hardam said if he see you 0.5 seconds we won't chase you but if it's 1 second he will)
07-11-2011 12:03 AM
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Hardarm Offline
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Post: #15
RE: Adding a Penumbra Monster /!\ 2 New Problems
I don't know, I made a test map and I putted 5 infected (maybe thats my mistake that I putted 5 infecteds?) I'll try to put 1 and see if he doesn't see me for a while if he doesn't know my position.

07-11-2011 12:13 AM
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palistov Offline
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Post: #16
RE: Adding a Penumbra Monster /!\ 2 New Problems
1) Try setting the monster's type to Enemy_grunt in user-defined variables. If it's Enemy_waterlurker path nodes might not work. I can't seem to get water lurkers to follow assigned path nodes so maybe they're not supposed to.

2) He's probably right, it doesn't seem like monsters chase you unless they've gotten a good look at you. I don't know how to change that, as I can't see any variables that you can modify in the model editor to change this.

(This post was last modified: 07-11-2011 12:16 AM by palistov.)
07-11-2011 12:15 AM
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Jordo76 Offline
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Post: #17
RE: Adding a Penumbra Monster /!\ 2 New Problems
Path node problem is not the user variable,i replaced them with the brute one and it won't follow the path.
Also, the dog is already a enemy_grunt.
(This post was last modified: 07-11-2011 12:20 AM by Jordo76.)
07-11-2011 12:20 AM
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Hardarm Offline
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Post: #18
RE: Adding a Penumbra Monster /!\ 2 New Problems
Ok guys, I fixed the first problem:

Use only ONE infected per situation. When I hided he didn't know where I was if I used only one. When there was 5 infecteds each of them always knew where I was.

Now i'm gonna test with ONE dog.
Let's see...

07-11-2011 12:21 AM
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palistov Offline
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Post: #19
RE: Adding a Penumbra Monster /!\ 2 New Problems
Check the names of the path nodes, monsters, areas, etc. If they match but it still won't work, close Amnesia, delete the map cache and re-open it and launch your map.

Also, turn on entity info in the debug menu. It will show you path nodes and their connected edge nodes.

(This post was last modified: 07-11-2011 12:29 AM by palistov.)
07-11-2011 12:29 AM
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Jordo76 Offline
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Post: #20
RE: Adding a Penumbra Monster /!\ 2 New Problems
I checked the names of the path nodes, monsters & area and they all matched, i closed, deleted and still not working and in debug menu the path nodes show.
07-11-2011 12:34 AM
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