Make a monster walk faster in its "See" state

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Tormentor667
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Make a monster walk faster in its "See" state

Post by Tormentor667 »

Is it possible to make a monster walk faster in its states? For example I have a See state and by chance, the monster walks about 20% faster... or speed 12 instead of speed 10. Can something like that be done? Change the monster speed on the fly?
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Ethril
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Re: Make a monster walk faster in its "See" state

Post by Ethril »

AFAIK you can't dynamically change the speed property (but i could be wrong; maybe there's some ACS function or something idk), but you could always just have it jump to an alternate state (See2 or something), which would call A_Chase more (or less, if you so desire) rapidly.
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Re: Make a monster walk faster in its "See" state

Post by Tormentor667 »

So calling A_Chase more often makes it automatically move faster?
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Ghastly
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Re: Make a monster walk faster in its "See" state

Post by Ghastly »

Yes. A_Chase moves calling actor the specified Speed in map units every time it's called.
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Re: Make a monster walk faster in its "See" state

Post by Tormentor667 »

Thanks, that works
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Re: Make a monster walk faster in its "See" state

Post by .+:icytux:+. »

not only does it move faster with A_Chase called more often. it moves forward soooo muuuuch more smooth. *hint torm for the tcotd3 actors*
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Re: Make a monster walk faster in its "See" state

Post by Tormentor667 »

Smooth means in this context?
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Ghastly
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Re: Make a monster walk faster in its "See" state

Post by Ghastly »

Tormentor667 wrote:Smooth means in this context?
Try these two methods:

Speed 16
SPRT ABCD 12 A_Chase

Speed 4
SPRT AAAABBBBCCCCDDDD 3 A_Chase

They both move at the same speed, but the second one 'jumps' less each time A_Chase is called. The second one is what IcyTux means by smoother. You'll have to fiddle around with MinMissileChance or A_Chase("Melee", "") (<No chance of a missile attack, for this frame), because monsters that call A_Chase faster are a lot more aggressive.
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Re: Make a monster walk faster in its "See" state

Post by Enjay »

Yeah, I first noticed the difference that this makes years ago. You may have noticed that the original Doom monsters usually have a walking cycle something like this AABBCCDD. In an effort to get some extra frames for DEHACKED, I tried changing a few monsters to use ABCD and their movement became noticably jerky. Experimenting, I noticed that decreasing the frame duration and adding in more frames (and adjusting the monster speed) significantly smoothed their movement.
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Re: Make a monster walk faster in its "See" state

Post by Skippy »

Of course, depending on how the actor is supposed to move, 'smooth' might not be what Torm is looking for in this case. ;)
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Re: Make a monster walk faster in its "See" state

Post by Graf Zahl »

Let's not forget that the attack probability also increased unless you add some A_Chase calls with no valid attack states.
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Ghastly
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Re: Make a monster walk faster in its "See" state

Post by Ghastly »

Graf Zahl wrote:Let's not forget that the attack probability also increased unless you add some A_Chase calls with no valid attack states.
Hence the comment at the end of my post. :)
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Re: Make a monster walk faster in its "See" state

Post by Graf Zahl »

It can't be stated clearly enough because it's the thing that is easiest forgotten.
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Re: Make a monster walk faster in its "See" state

Post by Cutmanmike »

It's easy to remember when you actually fight the monster to find it as agressive as a Nightmare monster ;)
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Re: Make a monster walk faster in its "See" state

Post by DOOMERO-21 »

the a_fastchase increase the speed?
only i know the a_fastchase only can make "strafe" , hhmmm.....
Last edited by DOOMERO-21 on Thu Feb 12, 2009 11:21 am, edited 2 times in total.
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