Link Monsters

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Expand view Topic review: Link Monsters

Re: Link Monsters

by Project Shadowcat » Wed Jan 21, 2009 12:11 pm

Well, they don't always have to make them. If anything, it would spoil most attempts for the player to pick apart the ambushes before they happen -- something I'm liable to do often.

Re: Link Monsters

by Ixnatifual » Wed Jan 21, 2009 8:52 am

Sounds like something you often see in mob groups in MMOs. I can see where this could come in handy in other situations as well. Such as if you want to emulate a sort of hive-mind behaviour or simply to setup nasty, unexpected ambushes. On second thought, maybe you wouldn't want this feature, as people like me would abuse the latter function :twisted:

Re: Link Monsters

by Renegade » Mon Dec 22, 2008 8:14 pm

That's a thought, however the persistant problems here are the infighting and the coop.
Although I suppose there could just be a variable indicating if that particular thing id has already been alerted to your presence, so that it could only happen once for each 'squad', which would eliminate the infighting problem.
I guess the only problem that remains here is coop play. Because using Thing_Hate would force all the monsters to attack one player, even if all the players were shooting at them.

Re: Link Monsters

by Spleen » Mon Dec 22, 2008 7:27 pm

Renegade wrote:Yes, except Thing Specials only execute when a monster dies. And even if I did use decorate to execute a script in the pain state, monsters don't always enter the pain state. AND, this still wouldn't eliminate the problem with infighting and Coop.
what if you put it in the see state instead of the pain state?

Re: Link Monsters

by Renegade » Mon Dec 22, 2008 7:23 pm

Yes, except Thing Specials only execute when a monster dies. And even if I did use decorate to execute a script in the pain state, monsters don't always enter the pain state. AND, this still wouldn't eliminate the problem with infighting and Coop.

Re: Link Monsters

by Spleen » Mon Dec 22, 2008 3:29 pm

When the monster with some id activates the script because it is in pain, the script will make it so every other monster with the same id (using activatorid) will hate (using thing_hate) the player.

Re: Link Monsters

by Renegade » Mon Dec 22, 2008 2:23 pm

I'm sorry, but how does this help?

Re: Link Monsters

by Spleen » Mon Dec 22, 2008 1:12 pm

Renegade wrote:Right now I'm using a Thing_Hate in the Thing Special of the monsters, so if one of them dies the rest attack. But this isn't the best solution because one of the monsters has to die before the others will attack. AND, if there is an infight happening and you kill one of them, they all forget about the infight and go after the player again. This solution also wouldn't really work for Multiplayer Coop maps.
If you assign them all the same TID, you call a script that uses a combination of ActivatorTID and Thing_Hate.

Re: Link Monsters

by Renegade » Mon Dec 22, 2008 12:43 pm

Right now I'm using a Thing_Hate in the Thing Special of the monsters, so if one of them dies the rest attack. But this isn't the best solution because one of the monsters has to die before the others will attack. AND, if there is an infight happening and you kill one of them, they all forget about the infight and go after the player again. This solution also wouldn't really work for Multiplayer Coop maps.

Re: Link Monsters

by Project Shadowcat » Mon Dec 22, 2008 9:40 am

Tormentor667 wrote:But then they wouldn't move synchronically
They don't necessarily have to. I just think the original suggestion is to get a specific group of monsters to attack the player in case one of their kind is under fire, or spots the player. They're working together to help each other and make the player a serious problem.

Re: Link Monsters

by Tormentor667 » Mon Dec 22, 2008 6:22 am

But then they wouldn't move synchronically

Re: Link Monsters

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.)

Re: Link Monsters

by Zhs2 » Sun Dec 21, 2008 9:43 pm

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.

Re: Link Monsters

by Project Shadowcat » Sun Dec 21, 2008 9:34 pm

Renegade wrote:Sure, that's also a name it could have.
I'd certainly use it, but is there an easy way of going about this? :?

Re: Link Monsters

by Renegade » Sun Dec 21, 2008 9:32 pm

Sure, that's also a name it could have.

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