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Slenderman Monster - Printable Version

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RE: Slenderman Monster - FlawlessHappiness - 09-08-2012

(09-08-2012, 08:36 PM)warmacha11 Wrote: ok i made a script for Slender man.

except i used a box in the place of slender man

you place a box down, click on the active button in the level editor and then place down a script area in front of the box

name the box SlenderDude and the script area SlenderMan.

when you walk to it, you wont see the box, but when you touch the script area the box will spawn behind you, when you look at the box it will kill you with one hit.

void OnStart()
{
AddEntityCollideCallback("Player", "SlenderMan", "slendy", true, 1);
SetEntityPlayerLookAtCallback("SlenderDude", "Kill", true);
}
void slendy(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("SlenderDude", true);
}
void Kill(string &in Entity, int alState)
{
GivePlayerDamage(100, "Slash", false, true);
}
void OnEnter()
{

}

void OnLeave()
{

}
Just one problem... This means that you have to look directly at the box. The cursor could easely be outside the box-range, but you would still be able to see the box... use script areas instead


RE: Slenderman Monster - candlejack131 - 09-08-2012

(09-08-2012, 08:36 PM)warmacha11 Wrote: ok i made a script for Slender man.

except i used a box in the place of slender man

you place a box down, click on the active button in the level editor and then place down a script area in front of the box

name the box SlenderDude and the script area SlenderMan.

when you walk to it, you wont see the box, but when you touch the script area the box will spawn behind you, when you look at the box it will kill you with one hit.

void OnStart()
{
AddEntityCollideCallback("Player", "SlenderMan", "slendy", true, 1);
SetEntityPlayerLookAtCallback("SlenderDude", "Kill", true);
}
void slendy(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("SlenderDude", true);
}
void Kill(string &in Entity, int alState)
{
GivePlayerDamage(100, "Slash", false, true);
}
void OnEnter()
{

}

void OnLeave()
{

}
How do i integrate that into this hps
Spoiler below!
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "key_laboratory_1", "mansion_6", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "DICKY", "MonsterFunction", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_6", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_6", 0, false);
RemoveItem("key_laboratory_1");
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "");
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

The servant_grunts is just what i have them named in the level editor for i tend to reuse hps's its easier that way servant_grunt_2 is a hallucination to startle the player that immediately disappears and servant_grunt_1 hunts.


RE: Slenderman Monster - candlejack131 - 09-08-2012

(09-08-2012, 07:26 PM)Hirnwirbel Wrote: Yeah, you have to keep in mind: As soon as the player gets killed, his fear is gone. The moment when a monster actually kills you is the "climax" of the horror experience - encountering the same monster again afterwards (be it after a loading screen or whatever) can not possibly have the same impact because your brain has then learned that nothing bad actually happens when you "die". (Only way around that would probably be to give the player an electric shock every time he dies Wink[come to think of it... thats exactly the reason we fear jumpscares. Getting startled is physically uncomfortable] )

That's why its actually fairly easy to escape from the monsters in Amnesia when you think about it - you almost always get a fair warning and more than enough time to flee or hide before one appears. That's because Frictional didn't want the player to die, so they could keep him in constant fear of dying instead. ^^
I also didn't use any notice sounds or hear spawn any music none of that i've been trying to make him as silent as possible and would love to figure out a way to get rid of that annoying high pitched wine when a monster is looking at you.


RE: Slenderman Monster - warmacha11 - 09-08-2012

(09-08-2012, 09:00 PM)candlejack131 Wrote:
(09-08-2012, 08:36 PM)warmacha11 Wrote: ok i made a script for Slender man.

except i used a box in the place of slender man

you place a box down, click on the active button in the level editor and then place down a script area in front of the box

name the box SlenderDude and the script area SlenderMan.

when you walk to it, you wont see the box, but when you touch the script area the box will spawn behind you, when you look at the box it will kill you with one hit.

void OnStart()
{
AddEntityCollideCallback("Player", "SlenderMan", "slendy", true, 1);
SetEntityPlayerLookAtCallback("SlenderDude", "Kill", true);
}
void slendy(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("SlenderDude", true);
}
void Kill(string &in Entity, int alState)
{
GivePlayerDamage(100, "Slash", false, true);
}
void OnEnter()
{

}

void OnLeave()
{

}
How do i integrate that into this hps
Spoiler below!
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "key_laboratory_1", "mansion_6", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "DICKY", "MonsterFunction", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_6", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_6", 0, false);
RemoveItem("key_laboratory_1");
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "");
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

The servant_grunts is just what i have them named in the level editor for i tend to reuse hps's its easier that way servant_grunt_2 is a hallucination to startle the player that immediately disappears and servant_grunt_1 hunts.
but nobody has ever seen slenderman move so you dont need him to have grunt characteristics.

unless you werent referring to slenderman... but if you want to the script it in your game then all you need to do is erase everything in your script and copy and paste this into it... all i did is copy and paste your script and put in the slender man script.
Spoiler below!

////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "SlenderMan", "slendy", true, 1);
SetEntityPlayerLookAtCallback("SlenderDude", "Kill", true);
AddUseItemCallback("", "key_laboratory_1", "mansion_6", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "DICKY", "MonsterFunction", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_6", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_6", 0, false);
RemoveItem("key_laboratory_1");
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "");
}
void slendy(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("SlenderDude", true);
}
void Kill(string &in Entity, int alState)
{
GivePlayerDamage(100, "Slash", false, true);
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

and ofcourse you can use the area scipt as the look callback instead of the box. also once you figure out how i was able to make the box "kill" you when you look at it, you can make a look callback scripts around the player so that when the player spots slenderman off in the distance where he wont kill you, and you look away, he will dissapear when you look back at him! Big Grin


RE: Slenderman Monster - candlejack131 - 09-09-2012

(09-08-2012, 11:45 PM)warmacha11 Wrote:
(09-08-2012, 09:00 PM)candlejack131 Wrote:
(09-08-2012, 08:36 PM)warmacha11 Wrote: ok i made a script for Slender man.

except i used a box in the place of slender man

you place a box down, click on the active button in the level editor and then place down a script area in front of the box

name the box SlenderDude and the script area SlenderMan.

when you walk to it, you wont see the box, but when you touch the script area the box will spawn behind you, when you look at the box it will kill you with one hit.

void OnStart()
{
AddEntityCollideCallback("Player", "SlenderMan", "slendy", true, 1);
SetEntityPlayerLookAtCallback("SlenderDude", "Kill", true);
}
void slendy(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("SlenderDude", true);
}
void Kill(string &in Entity, int alState)
{
GivePlayerDamage(100, "Slash", false, true);
}
void OnEnter()
{

}

void OnLeave()
{

}
How do i integrate that into this hps
Spoiler below!
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "key_laboratory_1", "mansion_6", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "DICKY", "MonsterFunction", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_6", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_6", 0, false);
RemoveItem("key_laboratory_1");
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "");
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

The servant_grunts is just what i have them named in the level editor for i tend to reuse hps's its easier that way servant_grunt_2 is a hallucination to startle the player that immediately disappears and servant_grunt_1 hunts.
but nobody has ever seen slenderman move so you dont need him to have grunt characteristics.

unless you werent referring to slenderman... but if you want to the script it in your game then all you need to do is erase everything in your script and copy and paste this into it... all i did is copy and paste your script and put in the slender man script.
Spoiler below!

////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "SlenderMan", "slendy", true, 1);
SetEntityPlayerLookAtCallback("SlenderDude", "Kill", true);
AddUseItemCallback("", "key_laboratory_1", "mansion_6", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "DICKY", "MonsterFunction", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_6", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_6", 0, false);
RemoveItem("key_laboratory_1");
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "");
}
void slendy(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("SlenderDude", true);
}
void Kill(string &in Entity, int alState)
{
GivePlayerDamage(100, "Slash", false, true);
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

and ofcourse you can use the area scipt as the look callback instead of the box. also once you figure out how i was able to make the box "kill" you when you look at it, you can make a look callback scripts around the player so that when the player spots slenderman off in the distance where he wont kill you, and you look away, he will dissapear when you look back at him! Big Grin
Okay so my slendermans name in the map is servant_grunt_1 which is the one that should kill the player on sight and servant_grunt_2 is just a hallucination so 1. Were do i place the script that will kill the player with eye contact 2.What do i call it my playercollide spawns both at once. 3. What are slenderman SlenderDude and slendy which once is which? will one make the monster disappear and will one make the player die and is one the actual monster? I am a noob scripter which is why i ask you but i am a decent level designer


RE: Slenderman Monster - warmacha11 - 09-09-2012

(09-09-2012, 12:00 AM)candlejack131 Wrote:
(09-08-2012, 11:45 PM)warmacha11 Wrote:
(09-08-2012, 09:00 PM)candlejack131 Wrote:
(09-08-2012, 08:36 PM)warmacha11 Wrote: ok i made a script for Slender man.

except i used a box in the place of slender man

you place a box down, click on the active button in the level editor and then place down a script area in front of the box

name the box SlenderDude and the script area SlenderMan.

when you walk to it, you wont see the box, but when you touch the script area the box will spawn behind you, when you look at the box it will kill you with one hit.

void OnStart()
{
AddEntityCollideCallback("Player", "SlenderMan", "slendy", true, 1);
SetEntityPlayerLookAtCallback("SlenderDude", "Kill", true);
}
void slendy(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("SlenderDude", true);
}
void Kill(string &in Entity, int alState)
{
GivePlayerDamage(100, "Slash", false, true);
}
void OnEnter()
{

}

void OnLeave()
{

}
How do i integrate that into this hps
Spoiler below!
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "key_laboratory_1", "mansion_6", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "DICKY", "MonsterFunction", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_6", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_6", 0, false);
RemoveItem("key_laboratory_1");
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "");
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

The servant_grunts is just what i have them named in the level editor for i tend to reuse hps's its easier that way servant_grunt_2 is a hallucination to startle the player that immediately disappears and servant_grunt_1 hunts.
but nobody has ever seen slenderman move so you dont need him to have grunt characteristics.

unless you werent referring to slenderman... but if you want to the script it in your game then all you need to do is erase everything in your script and copy and paste this into it... all i did is copy and paste your script and put in the slender man script.
Spoiler below!

////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "SlenderMan", "slendy", true, 1);
SetEntityPlayerLookAtCallback("SlenderDude", "Kill", true);
AddUseItemCallback("", "key_laboratory_1", "mansion_6", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "DICKY", "MonsterFunction", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_6", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_6", 0, false);
RemoveItem("key_laboratory_1");
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "");
}
void slendy(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("SlenderDude", true);
}
void Kill(string &in Entity, int alState)
{
GivePlayerDamage(100, "Slash", false, true);
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

and ofcourse you can use the area scipt as the look callback instead of the box. also once you figure out how i was able to make the box "kill" you when you look at it, you can make a look callback scripts around the player so that when the player spots slenderman off in the distance where he wont kill you, and you look away, he will dissapear when you look back at him! Big Grin
Okay so my slendermans name in the map is servant_grunt_1 which is the one that should kill the player on sight and servant_grunt_2 is just a hallucination so 1. Were do i place the script that will kill the player with eye contact 2.What do i call it my playercollide spawns both at once. 3. What are slenderman SlenderDude and slendy which once is which? will one make the monster disappear and will one make the player die and is one the actual monster? I am a noob scripter which is why i ask you but i am a decent level designer
(its ok, im still in developemint on my first custom map two, but once you learn how to use the engine script on the frictional games wiki, you will be able to make almost whatever you want in your game.)

ok, you make a long flat floor, (in map editor) and put the playerstart area on one side, put a script area in the middle, name it SlenderMan. put a box a few feat behind the Script area, (side closest to the PlayerStartArea) uncheck the box that says Active in the box's general tab. Name the box SlenderDude. and then your done, the script will take care of the rest.


RE: Slenderman Monster - candlejack131 - 09-09-2012

(09-09-2012, 12:19 AM)warmacha11 Wrote:
(09-09-2012, 12:00 AM)candlejack131 Wrote:
(09-08-2012, 11:45 PM)warmacha11 Wrote:
(09-08-2012, 09:00 PM)candlejack131 Wrote:
(09-08-2012, 08:36 PM)warmacha11 Wrote: ok i made a script for Slender man.

except i used a box in the place of slender man

you place a box down, click on the active button in the level editor and then place down a script area in front of the box

name the box SlenderDude and the script area SlenderMan.

when you walk to it, you wont see the box, but when you touch the script area the box will spawn behind you, when you look at the box it will kill you with one hit.

void OnStart()
{
AddEntityCollideCallback("Player", "SlenderMan", "slendy", true, 1);
SetEntityPlayerLookAtCallback("SlenderDude", "Kill", true);
}
void slendy(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("SlenderDude", true);
}
void Kill(string &in Entity, int alState)
{
GivePlayerDamage(100, "Slash", false, true);
}
void OnEnter()
{

}

void OnLeave()
{

}
How do i integrate that into this hps
Spoiler below!
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "key_laboratory_1", "mansion_6", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "DICKY", "MonsterFunction", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_6", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_6", 0, false);
RemoveItem("key_laboratory_1");
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "");
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

The servant_grunts is just what i have them named in the level editor for i tend to reuse hps's its easier that way servant_grunt_2 is a hallucination to startle the player that immediately disappears and servant_grunt_1 hunts.
but nobody has ever seen slenderman move so you dont need him to have grunt characteristics.

unless you werent referring to slenderman... but if you want to the script it in your game then all you need to do is erase everything in your script and copy and paste this into it... all i did is copy and paste your script and put in the slender man script.
Spoiler below!

////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "SlenderMan", "slendy", true, 1);
SetEntityPlayerLookAtCallback("SlenderDude", "Kill", true);
AddUseItemCallback("", "key_laboratory_1", "mansion_6", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "DICKY", "MonsterFunction", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_6", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_6", 0, false);
RemoveItem("key_laboratory_1");
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "");
}
void slendy(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("SlenderDude", true);
}
void Kill(string &in Entity, int alState)
{
GivePlayerDamage(100, "Slash", false, true);
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

and ofcourse you can use the area scipt as the look callback instead of the box. also once you figure out how i was able to make the box "kill" you when you look at it, you can make a look callback scripts around the player so that when the player spots slenderman off in the distance where he wont kill you, and you look away, he will dissapear when you look back at him! Big Grin
Okay so my slendermans name in the map is servant_grunt_1 which is the one that should kill the player on sight and servant_grunt_2 is just a hallucination so 1. Were do i place the script that will kill the player with eye contact 2.What do i call it my playercollide spawns both at once. 3. What are slenderman SlenderDude and slendy which once is which? will one make the monster disappear and will one make the player die and is one the actual monster? I am a noob scripter which is why i ask you but i am a decent level designer
(its ok, im still in developemint on my first custom map two, but once you learn how to use the engine script on the frictional games wiki, you will be able to make almost whatever you want in your game.)

ok, you make a long flat floor, (in map editor) and put the playerstart area on one side, put a script area in the middle, name it SlenderMan. put a box a few feat behind the Script area, (side closest to the PlayerStartArea) uncheck the box that says Active in the box's general tab. Name the box SlenderDude. and then your done, the script will take care of the rest.
You mean box like a block box or like a container box and should i use my slenderman model instead or put it inside of him


RE: Slenderman Monster - warmacha11 - 09-09-2012

(09-09-2012, 12:25 AM)candlejack131 Wrote:
(09-09-2012, 12:19 AM)warmacha11 Wrote:
(09-09-2012, 12:00 AM)candlejack131 Wrote:
(09-08-2012, 11:45 PM)warmacha11 Wrote:
(09-08-2012, 09:00 PM)candlejack131 Wrote: How do i integrate that into this hps
Spoiler below!
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "key_laboratory_1", "mansion_6", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "DICKY", "MonsterFunction", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_6", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_6", 0, false);
RemoveItem("key_laboratory_1");
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "");
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

The servant_grunts is just what i have them named in the level editor for i tend to reuse hps's its easier that way servant_grunt_2 is a hallucination to startle the player that immediately disappears and servant_grunt_1 hunts.
but nobody has ever seen slenderman move so you dont need him to have grunt characteristics.

unless you werent referring to slenderman... but if you want to the script it in your game then all you need to do is erase everything in your script and copy and paste this into it... all i did is copy and paste your script and put in the slender man script.
Spoiler below!

////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "SlenderMan", "slendy", true, 1);
SetEntityPlayerLookAtCallback("SlenderDude", "Kill", true);
AddUseItemCallback("", "key_laboratory_1", "mansion_6", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "DICKY", "MonsterFunction", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_6", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_6", 0, false);
RemoveItem("key_laboratory_1");
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "");
}
void slendy(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("SlenderDude", true);
}
void Kill(string &in Entity, int alState)
{
GivePlayerDamage(100, "Slash", false, true);
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

and ofcourse you can use the area scipt as the look callback instead of the box. also once you figure out how i was able to make the box "kill" you when you look at it, you can make a look callback scripts around the player so that when the player spots slenderman off in the distance where he wont kill you, and you look away, he will dissapear when you look back at him! Big Grin
Okay so my slendermans name in the map is servant_grunt_1 which is the one that should kill the player on sight and servant_grunt_2 is just a hallucination so 1. Were do i place the script that will kill the player with eye contact 2.What do i call it my playercollide spawns both at once. 3. What are slenderman SlenderDude and slendy which once is which? will one make the monster disappear and will one make the player die and is one the actual monster? I am a noob scripter which is why i ask you but i am a decent level designer
(its ok, im still in developemint on my first custom map two, but once you learn how to use the engine script on the frictional games wiki, you will be able to make almost whatever you want in your game.)

ok, you make a long flat floor, (in map editor) and put the playerstart area on one side, put a script area in the middle, name it SlenderMan. put a box a few feat behind the Script area, (side closest to the PlayerStartArea) uncheck the box that says Active in the box's general tab. Name the box SlenderDude. and then your done, the script will take care of the rest.
You mean box like a block box or like a container box and should i use my slenderman model instead or put it inside of him
you can use slenderman if you want, i just used a box since i dont feel like downloading slenderman.


RE: Slenderman Monster - warmacha11 - 09-11-2012

Nothing wrong so far? I'm guessing we have finnally found a great work around the whole slender man model crashes as of now? Smile


RE: Slenderman Monster - The chaser - 09-11-2012

Did you succeed, candlejack? I could make a test map with the slender if you wish.