Making Spiders Shoot! (Solved)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Mal85
Posts: 92
Joined: Fri Nov 16, 2012 10:56 am

Re: Hi, stuck on Monster Script!

Post by Mal85 » Thu Nov 22, 2012 1:37 pm

Ya, still having exact same problem.

Code is not my forte sadly.

User avatar
Soaponarope
Posts: 180
Joined: Thu Oct 04, 2012 3:21 am

Re: Hi, stuck on Monster Script!

Post by Soaponarope » Thu Nov 22, 2012 1:42 pm

Oh here is my full script for monster.

cloneObject{
name = "fire_spider",
baseObject = "spider",
model = "mod_assets/models/fire_spider.fbx",
meshName = "spider_mesh",
health = 300,
sight = 3,
attackPower = 27,
accuracy = 15,
movementCoolDown = 1,
noRecoilInterval = { 0.1, 0.4 },
exp = 400,
healthIncrement = 50,
attackPowerIncrement = 5,
brain = "Ranged",
immunities = { "fire" },
onRangedAttack = function(self)
local dx, dy = getForward(self.facing)
spawn("fireball", self.level, self.x + dx, self.y + dy, self.facing)
return false
end,
}

defineAnimationEvent{
animation = "assets/animations/monsters/spider/spider_bite.fbx",
event = "ranged_attack",
frame = 11,
}

Just replace spawn with poison bolt and works nicely.

User avatar
Grimwold
Posts: 508
Joined: Thu Sep 13, 2012 11:45 pm
Location: A Dungeon somewhere in the UK

Re: Hi, stuck on Monster Script!

Post by Grimwold » Thu Nov 22, 2012 1:48 pm

For comparison then, here's my solution.
SpoilerShow
From the official asset pack copy the spider_bite.animation file to your mod_assets folder. I saved it in mod_assets/animations/monsters/shooting_spider/

Copy the following code into your monsters.lua file. This is the definition of the shooting_spider as well as the animation_event definition.

Code: Select all

defineObject{
	name = "shooting_spider",
	class = "Monster",
	model = "assets/models/monsters/spider.fbx",
	meshName = "spider_mesh",
	animations = {
		idle = "assets/animations/monsters/spider/spider_idle.fbx",
		moveForward = "assets/animations/monsters/spider/spider_walk.fbx",
		turnLeft = "assets/animations/monsters/spider/spider_turn_left.fbx",
		turnRight = "assets/animations/monsters/spider/spider_turn_right.fbx",
		attack = "mod_assets/animations/monsters/shooting_spider/spider_bite.fbx",
		getHitFrontLeft = "assets/animations/monsters/spider/spider_get_hit_front_left.fbx",
		getHitFrontRight = "assets/animations/monsters/spider/spider_get_hit_front_right.fbx",
		getHitBack = "assets/animations/monsters/spider/spider_get_hit_back.fbx",
		getHitLeft = "assets/animations/monsters/spider/spider_get_hit_left.fbx",
		getHitRight = "assets/animations/monsters/spider/spider_get_hit_right.fbx",
		fall = "assets/animations/monsters/spider/spider_get_hit_front_left.fbx",
	},
	moveSound = "spider_walk",
	attackSound = "spider_attack",
	hitSound = "spider_hit",
	dieSound = "spider_die",
	hitEffect = "hit_goo",
	capsuleHeight = 0.2,
	capsuleRadius = 0.8,
	health = 160,
	sight = 3,
	attackPower = 23,
	accuracy = 10,
	movementCoolDown = 1,
	noRecoilInterval = { 0.1, 0.4 },
	exp = 175,
	healthIncrement = 30,
	attackPowerIncrement = 5,
	rangedAttack = "poison_bolt",
	brain = "Ranged",
}

defineAnimationEvent{
	animation = "mod_assets/animations/monsters/shooting_spider/spider_bite.fbx",
	event = "ranged_attack",
	frame = 11,
}
Finally load up your dungeon and add a shooting_spider monster... happy dodging!

User avatar
Mal85
Posts: 92
Joined: Fri Nov 16, 2012 10:56 am

Re: Hi, stuck on Monster Script!

Post by Mal85 » Thu Nov 22, 2012 1:56 pm

Yes! Thanks all of you for helping out! I was so close just not quite there! Thanks again guys! Now I can get back to work again!

Edit: Wow they are quite nasty too boot, should be fun!

User avatar
Soaponarope
Posts: 180
Joined: Thu Oct 04, 2012 3:21 am

Re: Hi, stuck on Monster Script!

Post by Soaponarope » Thu Nov 22, 2012 2:02 pm

Hmm, didn't know you could just use a normal ranged attack script for melee monster. I thought I tried that and it didn't work, hence the on ranged attack function added. Grimwold's easier then.

User avatar
Mal85
Posts: 92
Joined: Fri Nov 16, 2012 10:56 am

Re: Hi, stuck on Monster Script!

Post by Mal85 » Thu Nov 22, 2012 2:06 pm

Thats how I was doing it but I didnt realize I had to do the DefineAnimationEvent as well :)

User avatar
Komag
Posts: 3602
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Making Spiders Shoot! (Solved)

Post by Komag » Thu Nov 22, 2012 2:37 pm

This is worthwhile stuff! I've added it to the superthread :)
Finished Dungeons - complete mods to play

User avatar
Kuningas
Posts: 268
Joined: Wed Apr 11, 2012 10:29 pm
Location: Northern Finland

Re: Making Spiders Shoot! (Solved)

Post by Kuningas » Thu Nov 22, 2012 2:48 pm

Ah! I feel like an idiot, I was playing around with the uggardian a while ago and I should have remembered this. Good thing Grimwold saved the day as usual. : D
Neikun wrote:Almost Human were planning leaping spiders? :o That would be dangerous!
When I tried it in the editor I was honestly startled, even though I could have expected it. : S
BASILEUS

User avatar
SpiderFighter
Posts: 789
Joined: Thu Apr 12, 2012 4:15 pm

Re: Making Spiders Shoot! (Solved)

Post by SpiderFighter » Thu Nov 22, 2012 4:10 pm

Dang, I wish I'd seen this early enough to jump in on the fun. Great work everyone, and extremely useful.

My favorite moments in here are when someone says,"What if...?"

User avatar
flatline
Posts: 189
Joined: Thu Oct 04, 2012 11:13 am

Re: Making Spiders Shoot! (Solved)

Post by flatline » Thu Nov 22, 2012 4:23 pm

Quick, everyone start rummaging through the monster animations! There's bound to be more! :D

Post Reply