Monsters anticipating player's attacks

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Re: Monsters anticipating player's attacks

by Woolie Wool » Wed Jan 13, 2010 1:05 am

Too late, he's banned. Again.

The ban threats had more to do with the fact that he was already banned and was evading it.

Re: Monsters anticipating player's attacks

by Ryan Cordell » Wed Jan 13, 2010 12:51 am

Because you keep retaliating after every post. Just shrug some off, for christ's sake.

Re: Monsters anticipating player's attacks

by Hambergermiester » Tue Jan 12, 2010 8:30 pm

How did this suddenly degenerate into ban threats?

Re: Monsters anticipating player's attacks

by Slasher » Tue Jan 12, 2010 7:34 pm

A_IPBAN("Hamburgermeister")

is more like it.

Re: Monsters anticipating player's attacks

by Hamburgermiester » Tue Jan 12, 2010 7:31 pm

Project Dark Fox wrote:No, seriously, shut up.
A_STFU("Hamburgermiester")

Re: Monsters anticipating player's attacks

by Project Shadowcat » Tue Jan 12, 2010 7:26 pm

No, seriously, shut up. You shouldn't be ban dodging in the first place.

Re: Monsters anticipating player's attacks

by Hamburgermiester » Tue Jan 12, 2010 6:40 pm

BlazingPhoenix wrote: Much like your posting.
HEH

Re: Monsters anticipating player's attacks

by Shadelight » Tue Jan 12, 2010 6:37 pm

Hamburgermiester wrote:
wildweasel wrote:Legacy probably did it in a hacky way that isn't remotely compatible with ZDoom's present AI routines.
That makes sense, Legacy was a hacky engine to begin with.
Much like your posting.

Re: Monsters anticipating player's attacks

by Hamburgermiester » Tue Jan 12, 2010 6:26 pm

wildweasel wrote:Legacy probably did it in a hacky way that isn't remotely compatible with ZDoom's present AI routines.
That makes sense, Legacy was a hacky engine to begin with.

Re: Monsters anticipating player's attacks

by wildweasel » Tue Jan 12, 2010 11:03 am

Legacy probably did it in a hacky way that isn't remotely compatible with ZDoom's present AI routines.

Re: Monsters anticipating player's attacks

by Hamburgermiester » Mon Jan 11, 2010 3:32 pm

Now I'm wondering Xutawoo, If Legacy could do it, why can't Zdoom?

EDIT: okay, here's a workaround:

A_JumpIfActorCloser(actor name: e.g. "Rocket", distance in map units, <insert state here>)
The state that it jumps to could have the actor special Thrust_Thing to either side using A_Jump to jump from thrusting left or right and you could put A_Jump(128,"See") at the start to abort the strafe half the time.

Re: Monsters anticipating player's attacks

by Gez » Mon Jan 11, 2010 3:32 pm

I didn't work on MBF AI features since the underlying AI system in ZDoom is very different from the underlying system in Boom, making a port of these functions complicated. There is, however, one element that Graf included, which is "avoid melee", but contrarily to MBF it's implemented as an actor flag rather than as a global setting.

Re: Monsters anticipating player's attacks

by XutaWoo » Mon Jan 11, 2010 3:29 pm

Some, but I think the AI was untouched due to incompatabilities.

Re: Monsters anticipating player's attacks

by Enjay » Mon Jan 11, 2010 3:10 pm

Doesn't MBF have "smarter AI" of some sort. Did any of that make it in when other MBF features were brought across? (I think the answer is no but I'm not 100% sure).

Re: Monsters anticipating player's attacks

by Hamburgermiester » Mon Jan 11, 2010 1:21 pm

I'm just wondering, why is this no'ed?

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