Smart Monsters

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XutaWoo
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Smart Monsters

Post by XutaWoo »

I was looking at cheat codes at the Doom Wiki when I noticed something, "Smart Monsters", in the BOOM cheat codes.

What did it do, and does it have anychance of getting in? (Unless it's already in.)
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Matt
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Post by Matt »

IIRC they wouldn't blunder in around corners where you could easily shoot/chainsaw them, among other things that I can't recall right now but do improve monster performance somewhat...
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Nash
 
 
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Post by Nash »

Whoa, there was such a feature?
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XutaWoo
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Post by XutaWoo »

Nash wrote:Whoa, there was such a feature?
It was a cheat, appearantly.
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Matt
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Post by Matt »

I just downloaed PRBoom 2.4.7. It has the following "Enemy" options:

Monster infighting when provoked
Remember previous enemy
Monster backing out (which makes map01 of Evilution a bit of a different challenge)
Climb steep stairs
Intelligently avoid hazards (i.e., crushing ceilings)
Affected by friction
Rescue dying friends
Number of single-player helper dogs
Distance friends stay away
Allow dogs to jump down

Apparently I was remembering the backing-away behaviour, which does help the corner thing a bit in tight quarters but not consistently.
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Post by Ninja_of_DooM »

This sort of stuff existed? Cool. :)

I think the last time I ever saw a similar feature was Legacy's "predicting monsters" special, although it didn't do much more than cause monsters to throw fireballs into your path when you were moving about rather than straight at you. But nothing about avoiding hazards and the like.
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Post by Captain Ventris »

Wow. That sounds pretty sweet, actually.
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Post by wildweasel »

I first noticed the "backing away" when playing Doom 2 Map01 and trying to punch the Imp that's behind the grating in the last room. I couldn't reach him, because the clever bastard was standing just out of range of my fists.
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Post by Kinsie »

This would be pretty awesome to implement into Zdoom as, say, the +SMARTYPANTS flag, but it would probably require a whole bunch of rewriting and eventually land in the WFDS basket.
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Post by Project Shadowcat »

Either way it would make a game a hell of a lot more interesting than simply trying to dish out as much damage to dumb opponents as possible. I would prefer to battle a very intelligent soldier than, say, a small army of Revenants because it would seem more challenging and enjoyable. More =/= stronger.

Something like that would well be worth waiting for.
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Trance
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Post by Trance »

Kinsie wrote:This would be pretty awesome to implement into Zdoom as, say, the +SMARTYPANTS flag, but it would probably require a whole bunch of rewriting and eventually land in the WFDS basket.
Sorry for a newbie moment here but, what does WFDS stand for?
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Post by KeksDose »

Wait for Doomscript!
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Post by Gez »

Trance wrote:Sorry for a newbie moment here but, what does WFDS stand for?
Wait Forever; Denied Suggestion.

Or, maybe, just maybe, Wait For DoomScript. The two are kinda synonymous.

DoomScript is some sort of scripting language, promised to be less limited and more powerful than ACS or DECORATE, that would allow to totally change the game in ways which aren't possible now short of directly changing the C++ code and distributing a custom exe along with your mod.

However DoomScript doesn't exist yet so the extent of its possibilities -- or lack thereof -- is completely speculative.
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Post by CaptainToenail »

I think smart monsters would be a good flag to add, nice feature suggestion.
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Post by Nash »

When DoomScript is implemented, I'm going to code a Doom AI overhaul. The monsters will become so intelligent, you can play chess with them and they will never lose.

And by the year 2040, I expect my new Doom AI to be able to read players' minds!
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