Monster Factions and Immediate Monster Infighting

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Miguel371xd
Posts: 136
Joined: Mon Dec 28, 2015 7:04 pm

Re: Monster Factions and Immediate Monster Infighting

Post by Miguel371xd »

Thx. but this will have more updates? :v
User avatar
scroton
Posts: 148
Joined: Sat Apr 27, 2013 10:53 am

Re: Monster Factions and Immediate Monster Infighting

Post by scroton »

Updated with added ability to specify an enemy faction to limit the search for targets to.

First arg is now enemy faction to check when looking for targets. Needs to be set to -1 or less to check all factions, because factions start at 0.

Like so:
ACS_NamedExecuteWithResult("faction_look", -1, 0, 0, 128)
Miguel371xd wrote:Thx. but this will have more updates? :v
Other than stuff like above, adding functionality for people to use in projects, no. The immediate infighting version is more to show what can be done rather than it's own separate modding project like how a typical mod would be.
User avatar
kodi
 
 
Posts: 1355
Joined: Mon May 06, 2013 8:02 am

Re: Monster Factions and Immediate Monster Infighting

Post by kodi »

[Urge to make a Red Alert clone rising]
User avatar
scroton
Posts: 148
Joined: Sat Apr 27, 2013 10:53 am

Re: Monster Factions and Immediate Monster Infighting

Post by scroton »

Another minor update. Made factions (as far as args passed to scripts are concerned) start at 1 rather than 0. This is so that I can group the enemy faction setting in with the other flags, and not have to have it be negative and thus require users to input -100 for what was default behavior. I wanted to group them together to reduce the args from 4 to 3, so that if using the script via a function where a map would need to be specified, it wouldn't interfere. I might pack the two distance args together later, but since I don't need an extra arg right now I won't. OP has been updated.d
Miguel371xd
Posts: 136
Joined: Mon Dec 28, 2015 7:04 pm

Re: Monster Factions and Immediate Monster Infighting

Post by Miguel371xd »

the new version not work ._.?
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Monster Factions and Immediate Monster Infighting

Post by wildweasel »

Miguel371xd wrote:the new version not work ._.?
Is it giving you any errors when you run it? Could you copy those?
Miguel371xd
Posts: 136
Joined: Mon Dec 28, 2015 7:04 pm

Re: Monster Factions and Immediate Monster Infighting

Post by Miguel371xd »

He entered using the mod and appears normal game ._.
User avatar
scroton
Posts: 148
Joined: Sat Apr 27, 2013 10:53 am

Re: Monster Factions and Immediate Monster Infighting

Post by scroton »

He's correct, the immediate infighting version is borked this time around. I will fix I when I get home this morning.
User avatar
Murix
Posts: 134
Joined: Wed Mar 30, 2016 11:10 pm
Location: On my chair
Contact:

Re: Monster Factions and Immediate Monster Infighting

Post by Murix »

For the ACS_NamedExecuteWithResult("faction_look", 0, 0, 0, 0)
Could you write down what each of these zeros do in order? I'm having a tough time figuring this out.

so like in ACS_NamedExecuteWithResult("faction_look", 0, 0, 0, 0)
The first 0 is: Player flags
2nd one is: Target Processing flags
3rd is: Max distance to look for target
4th is: Min Distance for player to activate targeting

Also is there a way to make them only activate after they have seen the player? putting monster replacements in large maps that take a while to play through often means you rock up after the party if they start fighting on map load or if you enter some monsters look range on the map between a wall and you won't actually see them until a lot later. I know that won't work for some situation though and make things worse say if you come up behind some monsters that need to be fighting something in front of them which can see you.
Last edited by Murix on Mon Feb 25, 2019 6:42 am, edited 2 times in total.
User avatar
Murix
Posts: 134
Joined: Wed Mar 30, 2016 11:10 pm
Location: On my chair
Contact:

Re: Monster Factions and Immediate Monster Infighting

Post by Murix »

There's also is an issue, and this might just be a limitation of what we're working with here. but when a monster's target get's killed by something other than them, they don't look for other factions/monsters anymore, just the player. Or at least something like this is happening.

having more than, or exactly a 3 v 3 will often result in 1 or 2 monsters just running around doing nothing until the player shows up. I've been testing this and trying to put in A_Look and your faction look code in all the spots I could think of but nothing will return them to fighting other factions after they stop.
User avatar
Femidoom
Posts: 3
Joined: Fri Jun 16, 2023 4:10 pm
Preferred Pronouns: She/Her
Operating System Version (Optional): windows...?

Re: Monster Factions and Immediate Monster Infighting

Post by Femidoom »

the file seems to have gone defunct
Post Reply

Return to “Gameplay Mods”