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Working combat system !
stonecutter Offline
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Posts: 140
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Joined: Feb 2011
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#31
RE: Working combat system !

Updated !
Added a few sounds ...

[video=youtube]http://youtu.be/xOHvp_ibCiY[/video]


Now lets find a way to solve the problem with a good death animation ... Tongue
Check out there :
http://www.frictionalgames.com/forum/thread-14485.html

We Shall Arise - Death / Grind from Bavaria
Musicvideo : http://goo.gl/HzxvLK
Facebook : http://goo.gl/9YfYCV
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(This post was last modified: 04-04-2012, 09:27 PM by stonecutter.)
04-04-2012, 09:26 PM
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stonecutter Offline
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Posts: 140
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Joined: Feb 2011
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#32
RE: Working combat system !

Added to the code :

PHP Code: (Select All)
for (int i 1i<=2; ++i){
        if(
GetLocalVarInt("MonsterHitCounter_"+i)==4){
             for(
int a 1a<=5; ++a){
             if(
GetEntitiesCollide("gun_target_"+i,"ScriptArea_"+a)==true){
             
FadeEnemyToSmoke("gun_target_"+ifalse);
             
CreateEntityAtArea("Test","corpse_scientist02_ragdoll.ent","ScriptArea_"+a,false);
             }
             
            } 


Now if the enemy dies ... there will be created a ragdoll at the area the enemy dies !
But you have to set a lots of ares ( around the path the enemy walks ) as you can see in the picture !


Attached Files
.jpg   Combat.jpg (Size: 207.41 KB / Downloads: 64)

We Shall Arise - Death / Grind from Bavaria
Musicvideo : http://goo.gl/HzxvLK
Facebook : http://goo.gl/9YfYCV
Free Album : http://goo.gl/sEBW2X
04-05-2012, 12:49 PM
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Statyk Offline
Schrödinger's Mod

Posts: 4,391
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Joined: Sep 2011
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#33
RE: Working combat system !

This is quite impressive =] I'll definitely have to keep an eye on this.
04-05-2012, 03:36 PM
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Datguy5 Offline
Senior Member

Posts: 629
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Joined: Dec 2011
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#34
RE: Working combat system !

(04-05-2012, 12:49 PM)stonecutter Wrote: Added to the code :

PHP Code: (Select All)
for (int i 1i<=2; ++i){
        if(
GetLocalVarInt("MonsterHitCounter_"+i)==4){
             for(
int a 1a<=5; ++a){
             if(
GetEntitiesCollide("gun_target_"+i,"ScriptArea_"+a)==true){
             
FadeEnemyToSmoke("gun_target_"+ifalse);
             
CreateEntityAtArea("Test","corpse_scientist02_ragdoll.ent","ScriptArea_"+a,false);
             }
             
            } 


Now if the enemy dies ... there will be created a ragdoll at the area the enemy dies !
But you have to set a lots of ares ( around the path the enemy walks ) as you can see in the picture !
I suggested the ragdoll to you C:


04-05-2012, 05:05 PM
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JetlinerX Offline
Senior Member

Posts: 599
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Joined: Jun 2011
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#35
RE: Working combat system !

Wow...simply amazing.

Lead Developer of "The Attic"
~Slade Mitchell

Chapter 3 (REL)

04-05-2012, 08:16 PM
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stonecutter Offline
Member

Posts: 140
Threads: 17
Joined: Feb 2011
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#36
RE: Working combat system !

Yeah thank you ...

but there is still a lot of work to do ... Tongue

We Shall Arise - Death / Grind from Bavaria
Musicvideo : http://goo.gl/HzxvLK
Facebook : http://goo.gl/9YfYCV
Free Album : http://goo.gl/sEBW2X
04-05-2012, 08:36 PM
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Hardarm Offline
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#37
RE: Working combat system !

Couldn't you create a shape around the monster with the modeleditor where you can spawn your ragdoll on death? Smile

listen to boards of canada
04-13-2012, 03:36 PM
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trollox Offline
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#38
RE: Working combat system !

This is really nice all you need to now i creat a pistol with small lamp above so it actually looks like there's a pistol aswell as the light function. I'll defently keep an eye on this , it's interesting :o
04-13-2012, 04:52 PM
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stonecutter Offline
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Posts: 140
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Joined: Feb 2011
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#39
RE: Working combat system !

(04-13-2012, 03:36 PM)Hardarm Wrote: Couldn't you create a shape around the monster with the modeleditor where you can spawn your ragdoll on death? Smile
Its worth a try Smile

but currently waiting for the pistol and animation Smile



We Shall Arise - Death / Grind from Bavaria
Musicvideo : http://goo.gl/HzxvLK
Facebook : http://goo.gl/9YfYCV
Free Album : http://goo.gl/sEBW2X
04-13-2012, 06:27 PM
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DRedshot Offline
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Posts: 374
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Joined: Jun 2011
Reputation: 11
#40
RE: Working combat system !

I'm sure there is a parameter in the monsters UserDefinedVariables that lets you select an entity to spawn on Death. Have you tried using that?

It looks amazing so far, Good luck with it!

04-15-2012, 01:37 PM
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