Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / how to make a script to change the enemy skin when health is low??

Author
Message
zoumloum
15
Years of Service
User Offline
Joined: 8th Dec 2008
Location:
Posted: 8th Dec 2008 17:02
hello

i need help how to change the skin of an enemy when their health is low (blood sprites...)

thanks
maikyy
16
Years of Service
User Offline
Joined: 29th Jul 2008
Location: between my front and back door
Posted: 8th Dec 2008 22:05
don't know this for sure but you have to use something as
the "healthless=X" Condition and the "alttexture=X" action

sorry for my bad english (i am dutch)
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 9th Dec 2008 03:44
From what I recall with earlier attempts at this, character entities don't take too well to having their textures changed like that. BUT, it may have been fixed in one of the later updates, so it's worth a try.


The one and only,


Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 9th Dec 2008 04:38 Edited at: 9th Dec 2008 04:55
Quote: "From what I recall with earlier attempts at this, character entities don't take too well to having their textures changed like that. BUT, it may have been fixed in one of the later updates, so it's worth a try."

That's right, Alt texttures don't work on characters.
If that was fixed, then please let me know before I start my workaround.
I am planning a mesh morph using a double mesh and trying to alter the size of the outer-mesh to cover or reveal the inner-mesh by scaling the outer-mesh up or down using 6 joints. (one for each direction)
I doubt that I can get it to work but I want to play around with it eventually anyway.

The Goal was an inner mesh textured to be almost invisible (like Predator) and then the outer mesh would have the normal skin.
The outer mesh would then be shrunk with the 6 joints making it go inside the inner mesh revealing the stealth technology.
Simply reposition the 6 joints to return the outmesh to its original size thus returning the normal looking texture and hiding the inner mesh.
Even if it works (which I doubt it will (assigning vertices to multiple joints)) then you would end up with double polycounts for the character.
The animations would need to be doubled as well since a second set would be necessary for the shrunk state animations.
The added strain would be okay for boss characters though.

Don't forget to visit Conjured Entertainment

Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 9th Dec 2008 18:30
...nope. Alternate textures won't work with characters.

If you are content with having the enemy remain stationary, there is a workaround illusion that I've been able to use quite successfully...


Login to post a reply

Server time is: 2024-11-24 16:31:21
Your offset time is: 2024-11-24 16:31:21