by MDenham » Mon Dec 22, 2008 1:55 am
Zhs2 wrote:A quick workaround to something like this would be to have a monster have [wiki]A_AlertMonsters[/wiki] in his Chase state, but it'd most likely alert monsters you DON'T want alerted. This could be averted with careful map planning, though.
This could also be done with Thing_Hate - you'd need to use a common TID for all monsters of a specific group, and then just do Thing_Hate(tid, tidtohate, X) as one of the first actions upon getting a target. (At least,
presumably this should work, assuming Thing_Hate will in fact hit all monsters with the same tid and give them the proper target. It runs into issues when you have a crossfire between two groups, but this can probably be avoided by checking to ensure that tidtohate is a player's TID.)
[quote="Zhs2"]A quick workaround to something like this would be to have a monster have [wiki]A_AlertMonsters[/wiki] in his Chase state, but it'd most likely alert monsters you DON'T want alerted. This could be averted with careful map planning, though.[/quote]
This could also be done with Thing_Hate - you'd need to use a common TID for all monsters of a specific group, and then just do Thing_Hate(tid, tidtohate, X) as one of the first actions upon getting a target. (At least, [i]presumably[/i] this should work, assuming Thing_Hate will in fact hit all monsters with the same tid and give them the proper target. It runs into issues when you have a crossfire between two groups, but this can probably be avoided by checking to ensure that tidtohate is a player's TID.)