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Hi, I edited a waterlurker to following player without killing him. It's working fine, but player gives a insanity.
So I change waterlurker to NPC and write a script to follow player, but it doesnt work.


Can you help me please?
(11-23-2012, 01:16 PM)good871 Wrote: [ -> ]Hi, I edited a waterlurker to following player without killing him. It's working fine, but player gives a insanity.
So I change waterlurker to NPC and write a script to follow player, but it doesnt work.


Can you help me please?
First, don't ever change an enemy with "NPC", just stick it like before.
I think you can use this: "void SetSanityDrainDisabled(bool abX);"
Hardarm, that only works for darkness, not enemies. Enemies are hard coded with sanity drain.

It's not possible to stop the insanity if you want the monster to follow. You could script the splashes and sounds to a path, but it can't follow the player. I think you're going to have to stick with the sanity drain =\
You need a full conversion to remove the sanity loss from monsters, but the screen effects will still remain.
so i have to create a new entity, right?
(11-24-2012, 01:10 PM)good871 Wrote: [ -> ]so i have to create a new entity, right?
Ehem. Let's see...

NPC won't work, you will have to deal with the enemy entity. Don't change that, because if you remain, in the main Amnesia there wasn't any direct character. I mean, every character is in it's places, they don't really change their position, while the enemies do. So, an enemy class is what you have to do.

I don't really understand about the sanity fading, but making a full conversion and changing the waterlurker code should work (but I'm pretty sure that it will be hard as hell to implement).

Sorry but this is all I can do for you by the moment Sad
i read all code for waterluker, but there is any mention about (in)sanity. now i think its impossible edit this charakter.

Any idea how make a new character into game, who will be following player?
Er... I think it will be much more complicated than you think. Anyways:

-Change the enemy to enemy-grunt
-Make it invisible
-Then, edit it a way that it stops right at centimeters to the player (I know someone did it)
-Tell the enemy "ShowEnemyPlayerPosition"

I think this could work. It will be complicated, though.
Sorry for bumping this, but you guys gave the poor guy to do A BIG WORK, which (assuming) is hard for him to do.
To do this, do these steps;
1. Add Script Areas at the player's path.
2. Script it so that at each script area, a splash is seen and heard.

It is really that simple.
(02-19-2013, 12:36 PM)JustAnotherPlayer Wrote: [ -> ]Sorry for bumping this, but you guys gave the poor guy to do A BIG WORK, which (assuming) is hard for him to do.
To do this, do these steps;
1. Add Script Areas at the player's path.
2. Script it so that at each script area, a splash is seen and heard.

It is really that simple.

Actually gotta agree with the other guys. If you make a BIG area, you'll have to script EVERY single step where the player goes. It's much more harder to do that. Besides the script will be too many.
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