Sounds to me that this would require some rewriting of the monster AI to determine when a missile/etc is coming at it... which probably wouldn't be a pretty thing.
Unless, of course, you want to do it Doom 3 style... when getting hit a monster will occasionally jump or strafe to the left or right quickly. Ah, but then again, that itself is already possible with some clever use of DECORATE. Just some jumping in the PAIN state and maybe a script or two... ta da.
So, to sum up... I don't think it's worth it.
Dodge state for monsters
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- Graf Zahl
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Yes, it does. And there the trouble already begins. How do you determine it? How smart would you make the monsters? What exactly should they do? And most importantly: How do such monsters react to a hitscan attack?Zippy wrote:Sounds to me that this would require some rewriting of the monster AI to determine when a missile/etc is coming at it... which probably wouldn't be a pretty thing.
I agree. But with the pain state it can't be done well because that is called after the monster is hurt. But for a simple shielding effect look no further than Hexen's Centaur.Unless, of course, you want to do it Doom 3 style... when getting hit a monster will occasionally jump or strafe to the left or right quickly. Ah, but then again, that itself is already possible with some clever use of DECORATE. Just some jumping in the PAIN state and maybe a script or two... ta da.
So, to sum up... I don't think it's worth it.
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I remember a discussion about this before, but I really wanted to see the discussion once again.
By the way, how did the cajun bots handle the chaingun? Or did they ignore it? Either case, I'd probably end up writing the responses to hitscan and projectile seperately... if I went back and studied C++ a bit more.
Currently, the stock weapons are not hair trigger so the monster could dodge to the side when he notices the player facing in his general direction and has the fire state activated. That's the approach I'd use. Oh wait, the chaingun is hair-trigger, I forgot. Still, then the monster would be less likely to be hit by the second chaingun shot. The troubles begin when the chaingun is left on- does it dance?Graf Zahl wrote:How do such monsters react to a hitscan attack?
By the way, how did the cajun bots handle the chaingun? Or did they ignore it? Either case, I'd probably end up writing the responses to hitscan and projectile seperately... if I went back and studied C++ a bit more.
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I see... Oh well, this is doom2 not doom3 so who cares eh?Graf Zahl wrote:No, it's not just that. Do dodge properly a monster had to check every single projectile in a certain radius - and then depending on position, direction and speed determine what to do about it. Yes, it's not impossible but don't expect this to be solvable with auch a simplistic approach.