Dungeon Editor Suggestions

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Leki
Posts: 550
Joined: Wed Sep 12, 2012 3:49 pm

Re: Dungeon Editor Suggestions

Post by Leki »

Ehm, guys, I know you dont't have time for all our questions, but still - can you share info how monster brains will work, please? My point is that in LoG1 wasn't supported "move backward" action - monster moving backward, but still facing the party (well it was, but only for slime and it was a little bit special monster). The simpliest goal is to placing moving backward archer into corridor etc, but of yourse I thinking about "doing step back" after taking damage or successfull block with shield, then "regrouping", or on the other way, pushing monsters using 2H war hammer or warriors skill, one cell back --> kicking them into fire, from cliff... and use fall animation in new way :roll:

In other word, can we add component like "onTakeDamage, if champion used 2h warhammer, then do step back with this animation". Ano one more thing please - Can you support "onBlockAttack" animation and hook as well. Imagine guy with shield - he can play different anim when he succeed to block attack and do counterattack or something because of "onBlockAttack Hook". In general it will be great to have "native" support for "onHook" --> move forward/attack/ranger_attack etc. :geek:

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petri
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Location: Finland

Re: Dungeon Editor Suggestions

Post by petri »

Hi! Custom brains work so that you can implement your own onThink hook. From onThink you have access to various things such as can the monster see the party, where the party is relative to monster's position and facing, and whether there are obstacles in front/left/right/behind. You can use this information to determine what the monster should do next. There are built-in actions, such as turn left, move forward, move backward, attack, pursuit, flee etc. You can also define your own actions with custom animations, animation events, sounds etc. It should all be pretty flexible :)
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Leki
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Re: Dungeon Editor Suggestions

Post by Leki »

petri wrote:Hi! Custom brains work so that you can implement your own onThink hook. From onThink you have access to various things such as can the monster see the party, where the party is relative to monster's position and facing, and whether there are obstacles in front/left/right/behind. You can use this information to determine what the monster should do next. There are built-in actions, such as turn left, move forward, move backward, attack, pursuit, flee etc. You can also define your own actions with custom animations, animation events, sounds etc. It should all be pretty flexible :)
That's great, you do a great job! I really look forward for new functionalities!
So I can define something like "in combat bahaviour" (if monster can see the party) and "idle behaviour" etc. :-)
I just finished ghost for tscharge's mod, and he need "spooky sleep-walker movement speed", but when he once saw the party, it start to move and fight fast and furious... which is really difficult task in LoG1 :-)
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Leki
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Re: Dungeon Editor Suggestions

Post by Leki »

omg, guys... I play with "monsters" nowdays and I'm thinking about theirs "brains" etc, as you know.
I tried to made some ingame tests, when I hit the wall. I complettly forgot that super cool optimalisation "feature" what removes monster from scene, if there is not capsule or devil knows what in the viewport...
It's really pain. I make some 3x4 cells moster to test potential "bosfight" possibilities (monster have hit zones - weak rear side, strong front side etc) - so you have to run aroud, hit right parts etc. It works well - but that model flickering is terrible...
I found how to prevent vanishing if monster is in guard mode (I linked mesh to RootNoode, so if there is one pixel of mesh in viewport, model doesn't vanish), but in default (moving/fighting) it's hell... If mesh pivot (or capsule or smth else - dunno yet what) is out of viewport, it vanishes.
Now I will try to split monster in some independent parts to try to solve this problem or try to find out some solution, but PLEASE - add one of most important features into your's components:
smth like "allways visible = true" or smth what will ignore "engine optimisation features", so we can prevent vanishing from scene.

Edit: original crab do vanishing. Just do freelook and if his pivot is out of viewport + 1/2 of cell or smth like that, it vanish ( see the legs). Crabs size is allmost the cell and cutting angle is too small for him. So there is nothing with bounding boxes an visibility.
Thank's a lot!
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Isaac
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Joined: Fri Mar 02, 2012 10:02 pm

Re: Dungeon Editor Suggestions

Post by Isaac »

Leki wrote:omg, guys... I play with "monsters" nowdays and I'm thinking about theirs "brains" etc, as you know.
I tried to made some ingame tests, when I hit the wall. I complettly forgot that super cool optimalisation "feature" what removes monster from scene, if there is not capsule or devil knows what in the viewport...
It's really pain. I make some 3x4 cells moster to test potential "bosfight" possibilities (monster have hit zones - weak rear side, strong front side etc) - so you have to run aroud, hit right parts etc. It works well - but that model flickering is terrible...
I found how to prevent vanishing if monster is in guard mode (I linked mesh to RootNoode, so if there is one pixel of mesh in viewport, model doesn't vanish), but in default (moving/fighting) it's hell... If mesh pivot (or capsule or smth else - dunno yet what) is out of viewport, it vanishes.
Now I will try to split monster in some independent parts to try to solve this problem or try to find out some solution, but PLEASE - add one of most important features into your's components:
smth like "allways visible = true" or smth what will ignore "engine optimisation features", so we can prevent vanishing from scene.

Edit: original crab do vanishing. Just do freelook and if his pivot is out of viewport + 1/2 of cell or smth like that, it vanish ( see the legs). Crabs size is allmost the cell and cutting angle is too small for him. So there is nothing with bounding boxes an visibility.
Thank's a lot!
I had this problem with my ORRR2 Blacksmith (that's part of the reason it got cut from the room) ~several times the vest or beard would vanish.
Image
The same thing happened with the bellows bag in my room. It has to do with the static bounds. To get the bag to remain visible, I had to ensure that the object bounds was large enough to cross every cell that you can stand in where the bag is visible. It sounds like what you need to do, is center the bounds on your monster, and enlarge them enough to enclose the entire static pose of your creature.

I had the idea for multi-tile monsters, and one thing that seemed needed to me, was to add code to its onMove hook to spawn (and destroy) a damageable blockers in any cell that it logically blocks while moving or standing. These blockers would be invisible, and do direct damage to the monster when hit.
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Leki
Posts: 550
Joined: Wed Sep 12, 2012 3:49 pm

Re: Dungeon Editor Suggestions

Post by Leki »

Hi guys,
may I ask you for some additional support of compozite functionality? Its about weapons.
As you know, we have charged weapons now:
[img]
http://www.grimrock.net/wp-content/uplo ... hammer.jpg[/img]

It will be great to have support for "heating weapons".
Imagine plasma cannon for sci-fi mods - you can shoot with it and you no need ammo for that, but after shot it will increase it's heating bar. There is timer in weapon definition, lowering the heat by one step. It will also help if we can setup the color of charge/heat bars. In other words, may I ask you for smth like this:

components = {
{
class = "CustomGfx",
gfxAtlas = "mod_assets/textures/plasma_gun_atlas.tga",
}
{
class = "WeaponHeater",
capacity = 5,
collerTimer = 2,
jamChance = 0.15,
jamTimer = 5,
jamGfxIndex = 2,
overheatGfxIndex = 3,
barColorCold = (0,1,0),
barColorHot = (1,0,0),
jamSound = "mod_assets/sounds/plasma_gun_jam.wav",
overheatSound = "mod_assets/sounds/plasma_gun_overheat.wav",
collerSound = "mod_assets/sounds/plasma_gun_coller.wav",
},

You can shoot 5x very fast but then you have to wait 2 sec for another single shot.
To shot again 5x rounds in a row, you have to wait 10sec, until weapon is 100% cold.
There is a jam chance after each shot and it makes weapon unusable for 5 sec. If it's defined, it can change icon of the weapon to "jammed".
Bar color is green as default and goes from green step by step to red.

So it's a little bit different than charges, and my component definition is a little bit chaotic, but I'm sure you know what I'm asking for. It will help a lot to have native support for this kind of weapons, so thank you so much for it :D
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