Monster factions?

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Re: Monster factions?

by BouncyTEM » Thu Jul 23, 2009 5:34 pm

Couldn't you get the desired results from a combination of species and damagetypes, though?

I thought hitscans could have certain damagetype properties if it was assigned to their bulletpuff. Wouldn't that work for Apothem's desires?

Re: Monster factions?

by Gez » Thu Jul 23, 2009 5:28 pm

Apothem wrote:So if I set the species to multiple monsters, their hitscans wont effect each other?
They will. Species only affect projectiles (and you have to use DONTHARMSPECIES -- not DONTHURTSPECIES -- for projectiles with splash damage). Use damage factors for hitscans, or replace hitscans by very small and very fast projectiles.

Re: Monster factions?

by Apothem » Thu Jul 23, 2009 4:40 pm

So if I set the species to multiple monsters, their hitscans wont effect each other? I literally need something exactly like player teams except for monsters. No damage should be able to effect other monsters unless they're of a seperate faction.

There isn't much on setting species in the wiki, so some extra explanation on how to use it would be nice.

Re: Monster factions?

by Graf Zahl » Thu Jul 23, 2009 6:22 am

You can use the species property for this. If DECORATE is insufficient, use ACS's SetActorProperty to change it. No need to implement yet another feature.

Re: Monster factions?

by Snarboo » Thu Jul 23, 2009 4:09 am

I actually ran into the hitscan problem with my monster randomizer mod, but I just let it go because it didn't really affect the balance much.

Re: Monster factions?

by Gez » Thu Jul 23, 2009 3:17 am

You can use custom damage types with damage factors, and you can use the Species property.

Re: Monster factions?

by XutaWoo » Wed Jul 22, 2009 10:19 pm

Except monsters will always hurt each other with hitscans.

Monster factions?

by Apothem » Wed Jul 22, 2009 10:17 pm

It would be something along the same lines as monsters can't hurt each other of the same species, except they no longer need to be of the same species. Think of it like teams for monsters. Primarily to keep hitscan monsters from killing each other, as this would turn off the 'friendly fire' between monsters of the same faction. Just like how the team damage scalar works for TDM in ZDoom.

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