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Slenderman Monster
candlejack131 Offline
Member

Posts: 209
Threads: 17
Joined: Oct 2011
Reputation: 2
RE: Slenderman Monster

Actually it is just on pause until Friday for high school started back up and i have been really busy I'm trying to get the entire story finished before December.

I will be working on it little by little threw out the week though but haven't tested the script yet
(This post was last modified: 09-11-2012, 09:19 PM by candlejack131.)
09-11-2012, 09:10 PM
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Streetboat Offline
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Posts: 1,099
Threads: 40
Joined: Mar 2011
Reputation: 56
RE: Slenderman Monster

just saiyan, you should flesh out that 'kill' function a lot. It's pretty unfair to make the 'lookat' function simply call 'playerdamage' outright. It should use timers, weak StartPlayerLookAt's, and 'if' functions.

here's my picture of how it could work; as soon as the player looks at slendy, it triggers a function of, say, 1.5 seconds, and sets a globalvarint to 1. At the same time, it starts a weak 'startplayerlookat' to imply your gaze is being drawn toward him, so the player must fight the urge; similar to the mechanic in Slender, which I assume you are going for. The function that the timer calls will check if the player is still looking at the slendy (not entirely sure if it's possible to do this, but I feel like it should be- 'if' functions are very powerful, after all. Someone more adept in those functions than I should be able to correct me, though. I think it should have to do with a different globalvarint- if the player is looking, it's 1, and if not, it's 0), and if the player is looking, then it kills the player, and if not, then it sets a StopPlayerLookAt.

And that would make it so the player can actually have a chance to escape the Slenderman if he accidentally sees him. Smile

EDIT: on a side note, if you want it to feel like the slenderman is getting stronger towards the end of the story, you can always use a different function (i.e. kill_2) and lengthen the timer of that function and make the pull of the StartPlayerLookAt stronger.

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(This post was last modified: 09-12-2012, 04:04 AM by Streetboat.)
09-12-2012, 04:03 AM
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warmacha11 Offline
Junior Member

Posts: 38
Threads: 2
Joined: May 2012
Reputation: 1
RE: Slenderman Monster

(09-12-2012, 04:03 AM)Streetboat Wrote: just saiyan, you should flesh out that 'kill' function a lot. It's pretty unfair to make the 'lookat' function simply call 'playerdamage' outright. It should use timers, weak StartPlayerLookAt's, and 'if' functions.

here's my picture of how it could work; as soon as the player looks at slendy, it triggers a function of, say, 1.5 seconds, and sets a globalvarint to 1. At the same time, it starts a weak 'startplayerlookat' to imply your gaze is being drawn toward him, so the player must fight the urge; similar to the mechanic in Slender, which I assume you are going for. The function that the timer calls will check if the player is still looking at the slendy (not entirely sure if it's possible to do this, but I feel like it should be- 'if' functions are very powerful, after all. Someone more adept in those functions than I should be able to correct me, though. I think it should have to do with a different globalvarint- if the player is looking, it's 1, and if not, it's 0), and if the player is looking, then it kills the player, and if not, then it sets a StopPlayerLookAt.

And that would make it so the player can actually have a chance to escape the Slenderman if he accidentally sees him. Smile

EDIT: on a side note, if you want it to feel like the slenderman is getting stronger towards the end of the story, you can always use a different function (i.e. kill_2) and lengthen the timer of that function and make the pull of the StartPlayerLookAt stronger.
Well the script I made for him is very basic, he can add anything he wants to it. It Only took me 30 minutes to do it and test it... Tongue
09-12-2012, 05:01 AM
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candlejack131 Offline
Member

Posts: 209
Threads: 17
Joined: Oct 2011
Reputation: 2
RE: Slenderman Monster

Yes but my Slender originally way just going to act like a normal monster but warmarchall gave me a better idea and even a script. Your supposed to have to fight the want to look at him you know get a good look at the bastard before you leave. From what i got as long as your crouser (spelled wrong yes i know) to go onto the model you should be fine i've also been trying to make it into a conversion so when you die there ye go that's it your dead. Like justine but i am not very aware on how to do this at the moment ill cross that bridge when i get to it but for now to much to work on to worry about it.
09-12-2012, 08:29 PM
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candlejack131 Offline
Member

Posts: 209
Threads: 17
Joined: Oct 2011
Reputation: 2
RE: Slenderman Monster

Ok one of my scripts of for ender isnt working. Not crashing but my map change scripted area isnt bringing me to my next map
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, "");
}

void ChangeMap(string &in asParent, string &in asChild, int alState)
{
ChangeMap("07_thenewwoods.map","woodsguy", "", "");
}

////////////////////////////
// Run when entering map
void OnEnter()
{

}

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

}

any one know why it won't bring me to my next map?
(This post was last modified: 09-13-2012, 12:12 AM by candlejack131.)
09-13-2012, 12:11 AM
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warmacha11 Offline
Junior Member

Posts: 38
Threads: 2
Joined: May 2012
Reputation: 1
RE: Slenderman Monster

(09-13-2012, 12:11 AM)candlejack131 Wrote: Ok one of my scripts of for ender isnt working. Not crashing but my map change scripted area isnt bringing me to my next map
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, "");
}

void ChangeMap(string &in asParent, string &in asChild, int alState)
{
ChangeMap("07_thenewwoods.map","woodsguy", "", "");
}

////////////////////////////
// Run when entering map
void OnEnter()
{

}

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

}

any one know why it won't bring me to my next map?
You didn't make a collide callback for the script area you want the player to touch so he can load the next map. You have three callbacks but they both go to monsterfunction, change one of them to changemap.

If that doesnt work change your void function from changemap to something else, because sometimes amnesia is weird and will only work if every function and void callbacks have different names.
09-13-2012, 12:32 AM
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candlejack131 Offline
Member

Posts: 209
Threads: 17
Joined: Oct 2011
Reputation: 2
RE: Slenderman Monster

(09-13-2012, 12:32 AM)warmacha11 Wrote:
(09-13-2012, 12:11 AM)candlejack131 Wrote: Ok one of my scripts of for ender isnt working. Not crashing but my map change scripted area isnt bringing me to my next map
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, "");
}

void ChangeMap(string &in asParent, string &in asChild, int alState)
{
ChangeMap("07_thenewwoods.map","woodsguy", "", "");
}

////////////////////////////
// Run when entering map
void OnEnter()
{

}

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

}

any one know why it won't bring me to my next map?
You didn't make a collide callback for the script area you want the player to touch so he can load the next map. You have three callbacks but they both go to monsterfunction, change one of them to changemap.

If that doesnt work change your void function from changemap to something else, because sometimes amnesia is weird and will only work if every function and void callbacks have different names.
Were do i put that?
09-13-2012, 12:44 AM
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warmacha11 Offline
Junior Member

Posts: 38
Threads: 2
Joined: May 2012
Reputation: 1
RE: Slenderman Monster

(09-13-2012, 12:44 AM)candlejack131 Wrote:
(09-13-2012, 12:32 AM)warmacha11 Wrote:
(09-13-2012, 12:11 AM)candlejack131 Wrote: Ok one of my scripts of for ender isnt working. Not crashing but my map change scripted area isnt bringing me to my next map
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, "");
}

void ChangeMap(string &in asParent, string &in asChild, int alState)
{
ChangeMap("07_thenewwoods.map","woodsguy", "", "");
}

////////////////////////////
// Run when entering map
void OnEnter()
{

}

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

}

any one know why it won't bring me to my next map?
You didn't make a collide callback for the script area you want the player to touch so he can load the next map. You have three callbacks but they both go to monsterfunction, change one of them to changemap.

If that doesnt work change your void function from changemap to something else, because sometimes amnesia is weird and will only work if every function and void callbacks have different names.
Were do i put that?
What do you mean? Look under the void Onstart (first brackets) and you will notice that you have two collide callback functions under the same name, they both have monsterfunction, change one to ChangeMap
09-13-2012, 12:48 AM
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Streetboat Offline
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Posts: 1,099
Threads: 40
Joined: Mar 2011
Reputation: 56
RE: Slenderman Monster

(09-12-2012, 08:29 PM)candlejack131 Wrote: Yes but my Slender originally way just going to act like a normal monster but warmarchall gave me a better idea and even a script. Your supposed to have to fight the want to look at him you know get a good look at the bastard before you leave. From what i got as long as your crouser (spelled wrong yes i know) to go onto the model you should be fine i've also been trying to make it into a conversion so when you die there ye go that's it your dead. Like justine but i am not very aware on how to do this at the moment ill cross that bridge when i get to it but for now to much to work on to worry about it.
You don't need a conversion to do that, actually. Just set a checkpoint so the player respawns in a specific PlayerStartArea that is surrounded by black planes. Then place an area on that playerstart that has a CollideCallback that rolls the credits.

[Image: signature-2.png]
09-13-2012, 12:55 AM
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candlejack131 Offline
Member

Posts: 209
Threads: 17
Joined: Oct 2011
Reputation: 2
RE: Slenderman Monster

Ok I've hit a road bump when i use the script that kills the player when the crosshair aligns with the monster it works. However I have 2 monsters 1. that is under Enemy_Grunt type which works just fine and the other under swing door. The one for swing door is for cinematic or more flexible purposes like positioning in the level editor and width/weight but this one spawns with the script but does not kill the play. How can i fix that?
09-13-2012, 01:24 AM
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