Friendly monster command system?

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by skadoomer » Wed Apr 27, 2005 8:32 pm

On the topic of friendlyiness, is it possible to incorporate the friendly flag into the SetActorProperty function? I recently thought this would be a cool feature if you wanted to have a monster change sides on the fly, like a reverse thing_hate command but without the need to specify an atackee tid.

by killingblair » Sun Apr 17, 2005 4:38 pm

It would be very confusing to implent. Nuff said

I guess it would be possable with KEYDEFF and ACS right?

by Cptschrodinger » Sun Apr 17, 2005 4:32 pm

Doooooood....

by Your Name Is » Sun Apr 17, 2005 4:22 pm

I wish. But dude, you want squads, play HL2 or somethin similar. PLEASE

by Sphagne » Sun Apr 17, 2005 4:03 pm

The hold and attack part is not so hard to implement, as well as specifying a new hate target, and if the follow target was to be seperated from the hate target, then the last part would become easy too.

By the way, is there an ACS command to toggle the friendly bit?

by HobbsTiger1 » Sun Apr 17, 2005 1:38 pm

Sounds nice, maybe youd like to program it in? (That may have been a teeny bit harsh).

by Graf Zahl » Sun Apr 17, 2005 1:36 pm

Ugh...

Nice ideas but I think that's quite beyond the scope of what Doom was designed for...

(In other words it would probably double or quadruple the existing AI code.)

Friendly monster command system?

by Mantis » Sun Apr 17, 2005 1:34 pm

This is just a theory, but is it possible to script friendly monsters enough to make them respond to simple commands?

example:

press q to make a selected friendly to attack targeted object\non-friendly
or
press s to make a selected friendly hold its position and attack
press a to select friendly
press f to make selected friendly follow

If so,
this would make a nice feature :D

*imagines thousands of loyal zombie soldiers fighting until their end*

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