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Killing Monsters
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MrBigzy Offline
Senior Member

Posts: 616
Joined: Mar 2011
Reputation: 8
Post: #11
RE: Killing Monsters
Just thought I'd mention this since I just figured it out, but I'm pretty sure there is a death animation that you can implement for the grunt, i'm just not sure if it works. In the model editor you simple name it "Dead", similar to "Run" or "Idle", and it will possibly work. There's also an animation for backwards movement I think, but the grunt never runs backwards anyway.
(This post was last modified: 05-13-2011 11:11 PM by MrBigzy.)
05-13-2011 11:11 PM
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Acies Offline
Posting Freak

Posts: 1,276
Joined: Feb 2011
Reputation: 54
Post: #12
RE: Killing Monsters
One idea:
Spoiler below!

If "GetPropHealth(string& asName);" works on grunts you could set it to something like 10 or lower.
Then as the health reaches that amount:
1. Add all the grunt body parts to the position of the living grunt
2. Give them all a small propimpulse
3. Add a custom large blood splash
4. Cool splashing sound

Result:
A grunt which implodes/explodes and creates a bloody mess when it dies.

Edit: It could also be triggered by an entity collide between the grunt and an item. Custom item bomb(?) or some magical item. Add an explosion sound and some smoke - you're set.


[Image: mZiYnxe.png]


(This post was last modified: 05-14-2011 12:28 AM by Acies.)
05-14-2011 12:23 AM
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dragonlordsd Offline
Member

Posts: 113
Joined: May 2011
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Post: #13
RE: Killing Monsters
Or, on the same line of thinking as Acies, you could take the grunt ragdoll model and cause them to automatically switch out when the grunt "dies"
05-14-2011 02:10 AM
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bobbo Offline
Member

Posts: 247
Joined: May 2011
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Post: #14
RE: Killing Monsters
(04-17-2011 07:25 PM)skypeskype Wrote:  Killing them just makes it easier and less scarier. NOT GOOD.

I think it could be used and still be scary. For example in the La Caza custom story, pretty much in the beginning, there's a moment when you could drop a huge rock through a tunnel-like hole onto the head of a monster. In such a special situation they'd still be scary because it takes you some afford to kill them.
05-14-2011 08:25 AM
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MrBigzy Offline
Senior Member

Posts: 616
Joined: Mar 2011
Reputation: 8
Post: #15
RE: Killing Monsters
You don't drop it on their head. D: It just breaks some wood and makes a key drop to the floor I think.
05-14-2011 02:33 PM
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Anxt Offline
Senior Member

Posts: 588
Joined: Mar 2011
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Post: #16
RE: Killing Monsters
Without wanting to give away spoilers but also for the protection of my own ideas, I will say that I have already implemented a grunt-killing script into my story. Just fades it to smoke, but it's there.

So yeah. I thought of it first Tongue

05-14-2011 08:22 PM
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Kyle Offline
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Post: #17
RE: Killing Monsters
(05-14-2011 08:22 PM)Anxt Wrote:  Without wanting to give away spoilers but also for the protection of my own ideas, I will say that I have already implemented a grunt-killing script into my story. Just fades it to smoke, but it's there.

So yeah. I thought of it first Tongue

Actually, I thought of it first. Tongue

Well, except the monster doesn't turn to dust, but rather a ragdoll.

05-14-2011 08:28 PM
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Anxt Offline
Senior Member

Posts: 588
Joined: Mar 2011
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Post: #18
RE: Killing Monsters
I scripted mine a week and a half ago, before seeing any posts about it.

So whether I was first or not, it was original to me when I thought of it Tongue

05-14-2011 08:42 PM
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Kyle Offline
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Posts: 910
Joined: Sep 2010
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Post: #19
RE: Killing Monsters
Erg...

Actually, many people have thought of it BEFORE you joined! Owned.

And a few custom stories had it. I think.

(This post was last modified: 05-14-2011 08:46 PM by Kyle.)
05-14-2011 08:45 PM
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Anxt Offline
Senior Member

Posts: 588
Joined: Mar 2011
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Post: #20
RE: Killing Monsters
OH YEAH?!?! I thought of it BEFORE I WAS BORN!

NOW who just got owned!?!?!

xD

05-14-2011 08:46 PM
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