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Posted

I added this bit of code to MonsterAI.lua

 

make the end of the setmode function look like this

 

elseif mode=="dying" then

self.entity:Stop()

self.animationmanager:SetAnimationSequence("Death",0.04,300,1,self,self.EndDeath)

elseif mode=="dead" then

self.entity:SetCollisionType(0)

self.entity:SetMass(0)

self.entity:SetShape(nil)

self.entity:SetPhysicsMode(Entity.RigidBodyPhysics)

if self.target ~=nil then

self.target = nil

end

self.deadtime=Time:GetCurrent()

end

 

the end of the UpdatePhysics to look like this

 

 

elseif self.mode=="attack" then

if self.attackbegan~=nil then

if t-self.attackbegan>self.attackdelay then

if self.target.entity:GetDistance(self.entity)<1.5 then

self.attackbegan=nil

self.target:Hurt(self.damage)

end

end

end

local pos = self.entity:GetPosition()

local targetpos = self.target.entity:GetPosition()

local dx=targetpos.x-pos.x

local dz=targetpos.z-pos.z

self.entity:AlignToVector(-dx,0,-dz)

elseif self.mode=="dead" then

if t>self.deadtime+1000 then

self.entity:SetPosition(self.entity:GetPosition().x,self.entity:GetPosition().y-0.01,self.entity:GetPosition().z)

end

 

if t>self.deadtime+2000 then

 

self.enabled=false

self.entity:Release()

end

end

 

 

You should also add

 

Script.deadtime=0

 

to the list of Private values at the top of the .lua file

 

When your monster is killed, it lies dead for 1 second, then sinks into the ground for the next second and the release causes it to disappear.

Posted

Thanks for the replys.

 

I was thinking of "releasing" inanimated objects. When thrown in a meat grinder they hit a hidden box with the collisiontrigger script and they disappear from the game and that trigger a particle emitter for a second or so. Unfortunaly, i'm not a very good scripter...Could some of you just give me some hints to get me started. I don't want a script from some one, just the general idea so i can make this happen an learn at the same time.

 

Thanks for your time.

post-12907-0-50509100-1420040414_thumb.jpg

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