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Killing Monsters - Printable Version

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Killing Monsters - TheWhiteDreamsOfLife - 10-08-2010

Is it possible to somehow make it so that when you pick up an object like a box and throw it at a monster that you kill him? Because I was thinking about this map/game where you just have to defend against waves of monsters and you have a room full of boxes to throw at them as the rounds get progressively harder.


RE: Killing Monsters - Chilton - 10-08-2010

No.
Simple as that really


RE: Killing Monsters - Pandemoneus - 10-08-2010

Yes it is possible, although you can't "kill" monsters.

Code:
void OnStart()
{
    AddEntityCollideCallback("servant_grunt_1", "box", "KillGrunt", true, 1);
}

void KillGrunt(string &in asParent, string &in asChild, int alState)
{
    FadeEnemyToSmoke(asParent, true);
}

I got an enemy (servant_grunt_1) and a box (box). When either collide, KillGrunt will be triggered and the enemy disappears. That means that enemies will disappear when they move against boxes too though.

Here's the map:
http://www.mediafire.com/?zpua0p38j9404sj


RE: Killing Monsters - Chilton - 10-08-2010

(10-08-2010, 01:37 PM)Pandemoneus Wrote: Yes it is possible, although you can't "kill" monsters.

Code:
void OnStart()
{
    AddEntityCollideCallback("servant_grunt_1", "box", "KillGrunt", true, 1);
}

void KillGrunt(string &in asParent, string &in asChild, int alState)
{
    FadeEnemyToSmoke(asParent, true);
}

I got an enemy (servant_grunt_1) and a box (box). When either collide, KillGrunt will be triggered and the enemy disappears. That means that enemies will disappear when they move against boxes too though.

Here's the map:
http://www.mediafire.com/?zpua0p38j9404sj

Thats interesting to know... I knew you couldnt kill them, but never really thought of making something like that

Anyway, hopefully this helps the OP


RE: Killing Monsters - nofsky - 10-12-2010

Have anyone tried using the Model Editor to create a version of the enemy that is kill-able? You can test setting its HP to 1 or something like that.

I haven't tried this with the enemies, but I have tried to make the critters kill-able. No luck though, nothing I do (throwing rocks & boxes) seem to kill them even if I set up the model seemingly properly with DeathEntity, DeathSound properties etc.


RE: Killing Monsters - vanjavk - 04-17-2011

(10-08-2010, 01:37 PM)Pandemoneus Wrote: Yes it is possible, although you can't "kill" monsters.

Code:
void OnStart()
{
    AddEntityCollideCallback("servant_grunt_1", "box", "KillGrunt", true, 1);
}

void KillGrunt(string &in asParent, string &in asChild, int alState)
{
    FadeEnemyToSmoke(asParent, true);
}

I got an enemy (servant_grunt_1) and a box (box). When either collide, KillGrunt will be triggered and the enemy disappears. That means that enemies will disappear when they move against boxes too though.

Here's the map:
http://www.mediafire.com/?zpua0p38j9404sj

thank you very much Smile it will be used in my map Big Grin


RE: Killing Monsters - skypeskype - 04-17-2011

Killing them just makes it easier and less scarier. NOT GOOD.


RE: Killing Monsters - Peanuckle - 04-17-2011

This means that you could pile a ton of boxes into a huge wall, wait for the monster to get close, then topple the wall and smush him.


RE: Killing Monsters - MrBigzy - 04-17-2011

It is possible if you had something that did damage; grunt's do have health. I'm not sure what happens when they die though, I think they just dissolve like other entities. They even have things like getting groggy after taking a certain amount of damage. Whether any of those work, I'm not sure.

It even has variables for sounds when hit by sord, club, and bullet type weapons. Which was for the earlier ideas for Amnesia. So if you could recreate the pickaxe or create other weapons for the game, which I think is entirely possible, then yea, you could kill them.


RE: Killing Monsters - Dalroc - 04-17-2011

Just tried to set the Health of a Grunt to 10 and throwing some boxes at it.. Result is a monster that gets stuck in their static no animation mode.. Like when you place them in the Level Editor Tongue
It still makes sounds, but doesn't attack or move.
EDIT:
Some kind of function like AddEntityDeathCallback or something would be nice! Smile