Results 1 to 10 of 10

Thread: How to make an Alien not bleed?

  1. #1
    Member lightfoot's Avatar
    Registered
    Oct 2005
    Location
    *teleports up front*
    Posts
    576

    How to make an Alien not bleed?

    Assumed that I have a working monster. It bleeds its own blood patches (of a different color) when hurt.

    This results in the monster bleeding in two colors! Not nice.

    So, the question: is there a way to turn the normal green blood patches OFF, or at least change the color?

  2. #2
    New Member L'architecte's Avatar
    Registered
    Jun 2007
    Location
    France, Paris
    Posts
    25
    I guess you have modified the default GibGroupClass in your monster properties ?
    I have coded a few asw npc in the past and that are not using the default red blood. I dont exactly know the way it works with aliens...
    More than ever hour after our work is never over.

  3. #3
    Member lightfoot's Avatar
    Registered
    Oct 2005
    Location
    *teleports up front*
    Posts
    576
    The monsters are a port only, over from vanilla UT2K4.

    Means, I only made the scripts be subclasses of the AlienSwarm base classes, which are AoAlienPawn for the pawn, and AoAlienController for the brain.

    By doing so, the monsters inherited the green blood, it seems.

    So you say it could be the GibGroupClass section of code, where that happens? I will take a look.

  4. #4
    Member Bucchus's Avatar
    Registered
    Mar 2004
    Location
    Visitor centre
    Posts
    1,517
    Off-Topic: The title would make a great zen riddle.
    My cats are black! How about yours?

  5. #5
    Member Ki!ler-Mk1's Avatar
    Registered
    Apr 2005
    Location
    Boston, England
    Posts
    2,013
    On a random note, isn't there a mutator somewhere for purple blood?

  6. #6
    Member Moses2k's Avatar
    Registered
    Oct 2004
    Location
    Was actually here before Fuzz
    Posts
    5,674
    Maybe five bucks would refresh my memory...

  7. #7
    Member lightfoot's Avatar
    Registered
    Oct 2005
    Location
    *teleports up front*
    Posts
    576
    Ah yes. How could I forget that.

    Maybe because it is a thing from anno 2004. The 'purple blood' mutator BigD did.

    I tried it. See in the screenie what funny thing happened.

    Not sure why, but my guess is it is because AlienSwarm has changed (been updated) since then.

    Apart from that strange effect, the technique used in that mutator will NOT solve my problem. As already mentioned in the Readme, the mutator didn't get rid of the normal blood patches, it only added the purple ones.

    I dug in the scripts and tried things for days now, but still no luck. The possibility of toggling green/red alien blood really complicates things. It only happens on the client side, and it should seem that there is a way to turn it completely off. But no, no easy way at least.

    Damn, how can a thing seeming so simple turn out to be so complex!
    Attached Images Attached Images

  8. #8
    Member Ki!ler-Mk1's Avatar
    Registered
    Apr 2005
    Location
    Boston, England
    Posts
    2,013
    Clients can turn all the blood off aswel, right? (aswel as several other useful signs and such.

  9. #9
    Member lightfoot's Avatar
    Registered
    Oct 2005
    Location
    *teleports up front*
    Posts
    576
    Yes it may be possible to turn ALL blood off, by adjusting the gore level.

    Well, again, this isnt a solution for my problem. As I said, I just want these special aliens to not bleed in the AlienSwarm style, cos they got their own blood.

    I tried setting the bUsesAoGibs bool to false, in the pawn script, hoping it would make the green/red blood stop, but no.

    I suspect some functions in the AoGibbingPawn parent class to be the source of that blood, and as l'architecte said, it has something to do with the GibGroupClass part of code, but to be honest, I don't understand enough to do more than poking around in the dark, there.

  10. #10
    Member Ki!ler-Mk1's Avatar
    Registered
    Apr 2005
    Location
    Boston, England
    Posts
    2,013
    I was thinking you could disect the way the game does it, even if you have to write a mutator to acompany the actor.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. if you could make your own gun for AS what would it be?
    By DeadorK in forum Alien Swarm 2K4 Discussion
    Replies: 155
    Last Post: 15th Jan 2007, 05:57 AM
  2. Make it sticky...
    By Bulletstopper in forum Community Chat
    Replies: 5
    Last Post: 2nd Dec 2004, 04:52 AM
  3. Things that make you go 0.o
    By Un5t0pp4b1e in forum Community Chat
    Replies: 58
    Last Post: 9th Sep 2004, 04:13 AM
  4. make an FPS version of Alien Swarm
    By jerryku in forum Alien Swarm 2K4 Discussion
    Replies: 16
    Last Post: 15th Jun 2004, 02:49 PM
  5. How do I make my own AI?
    By Apache{NAD} in forum Thievery Mapping
    Replies: 4
    Last Post: 18th Feb 2003, 06:19 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •