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Penumbra Worm...
Amnesiaplayer Offline
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#1
Penumbra Worm...

Hello!
i said on one of my posts i want a *Freerun thing or more chase....*
that you get chased by something.. .you have to jump over barrels and more things , when the monster is bypassing it , and the nrmal monsters did't work... but that Penumbra worm will work! because it's big (fits perfectly!)
i downloaded that worm from Tenebris lake... but now i got 4 worms..?
Attacking thing.. (just attacks *NOTHING*)
and Worm_x
worm_y
and worm_z...
what do i have to do to let it work ?! or have somebody that worm.. (to download)
08-24-2014, 07:20 PM
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Neelke Offline
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Posts: 668
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#2
RE: Penumbra Worm...

The most common way of doing it is the way Tenebris Lake has done it and other conversion mods. First is converting it to a move object and move it forward through these scripts.

void SetMoveObjectState(string& asName, float afState);

Moves an object to a certain state.

asName - internal name
afState - state of the object, 0 = closed, 1 = open, values inbetween (and above, for example, the bridge_metal_vert) are valid too!

void SetMoveObjectStateExt(string& asName, float afState, float afAcc, float afMaxSpeed, float afSlowdownDist, bool abResetSpeed);

Moves an object to a certain state, extended method.

asName - internal name
afState - state of the object, 0 = closed, 1 = open, values inbetween are valid too!
afAcc - acceleration
afMaxSpeed - maximum speed
afSlowdownDist - Distance to the target state before decceleration occurs.
abResetSpeed - Set to True if the prop's speed should be reset before performing the movement, else the prop will accelerate from it's current speed to afMaxSpeed.

Derp.
08-24-2014, 07:30 PM
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Amnesiaplayer Offline
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#3
RE: Penumbra Worm...

Omg ?? does it 9999 steps to finish ?! xd
and how do i convert ?? :S
08-24-2014, 07:35 PM
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Neelke Offline
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Posts: 668
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#4
RE: Penumbra Worm...

The worms from Tenebris Lake already have them converted to move objects. Put out one of those worms (the one named with _z I'd prefer) and put this in the script with the worm.

SetMoveObjectState("NAMEOFWORM", 1);

Just note this is a test, so put the worm out somewhere it's easy to see.

Derp.
08-24-2014, 07:39 PM
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Amnesiaplayer Offline
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Posts: 539
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#5
RE: Penumbra Worm...

the worm is just moving but it doesn't do any damage...
and moves wrong way ( i can change the x,y,z things
but what do i have to do to give the animations back and making a enemy ???
08-24-2014, 08:05 PM
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Neelke Offline
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Posts: 668
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#6
RE: Penumbra Worm...

The thing is, Amnesia wasn't made to handle the Penumbra worm. It can only move linear and doesn't have animations. I have figured out how to get in the animations to them, but that's a bit more complex than this.

If you want the player to die from the worm, you can simply add a collide function for the worm and the player and kill the player when it happens.

But other than that, it needs to be a linear path for the worm, otherwise you have to improvise.

Derp.
08-24-2014, 08:09 PM
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Amnesiaplayer Offline
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Posts: 539
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Joined: Jun 2014
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#7
RE: Penumbra Worm...

But there is a Static_|Attack that have Somke Animations... and can you explain about the kill Scripts ?
08-24-2014, 08:37 PM
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Neelke Offline
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#8
RE: Penumbra Worm...

Here's one I used:

//When player dies
void WormPlayerCollide(string &in asParent, string &in asChild, int alState)
{
    FadeOut(0.2f);
    PlayGuiSound("worm_attack", 1.0f);
    
    GivePlayerDamage(100, "bloodsplat", false, true);
    CheckPoint("checkpoint", "PlayerStartArea_1", "ContinueAgain", "Hints", "DeathByWorm");
}

Now note this is taken straight from file. You can change the direction of the worm by either picking x,y or z. Some of them should go in the direction you want it to go.

And that static attack worm was never used in Tenebris Lake. So no need to mess with that.

Derp.
08-24-2014, 08:44 PM
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Amnesiaplayer Offline
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Posts: 539
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Joined: Jun 2014
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#9
RE: Penumbra Worm...

yes that worm never used.... but i really want that animations :S
and i'm going to test it now Tongue

EDIT : it doesn't work ;(
(This post was last modified: 08-25-2014, 06:44 AM by Amnesiaplayer.)
08-25-2014, 06:37 AM
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Neelke Offline
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Posts: 668
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Joined: Apr 2013
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#10
RE: Penumbra Worm...

(writing this in school)

The parent object needs to be the Player and the child object needs to be the worm. Then the death collide function can be called through that. Is that what you've done?

Derp.
(This post was last modified: 08-25-2014, 01:30 PM by Neelke.)
08-25-2014, 01:29 PM
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