Monsters anticipating player's attacks

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Hamburgermiester
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Monsters anticipating player's attacks

Post by Hamburgermiester »

Once upon a time when I was playing legacy, i noticed a "Smart Monsters" setting to make the monsters maneuver around an approaching player attack. Then I noticed how [censored word] A_FastChase looked. How about something like a flag like "+ANTICIPATE" to make the monsters smarter and strafe around attacks as they come nearer rather than just strafing around randomly like retards?
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Hamburgermiester
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Re: Monsters anticipating player's attacks

Post by Hamburgermiester »

I'm just wondering, why is this no'ed?
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Enjay
 
 
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Re: Monsters anticipating player's attacks

Post by Enjay »

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).
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XutaWoo
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Re: Monsters anticipating player's attacks

Post by XutaWoo »

Some, but I think the AI was untouched due to incompatabilities.
Gez
 
 
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Re: Monsters anticipating player's attacks

Post by Gez »

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.
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Hamburgermiester
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Re: Monsters anticipating player's attacks

Post by Hamburgermiester »

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.
Last edited by Hamburgermiester on Mon Jan 11, 2010 3:38 pm, edited 2 times in total.
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wildweasel
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Re: Monsters anticipating player's attacks

Post by wildweasel »

Legacy probably did it in a hacky way that isn't remotely compatible with ZDoom's present AI routines.
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Hamburgermiester
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Re: Monsters anticipating player's attacks

Post by Hamburgermiester »

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.
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Shadelight
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Re: Monsters anticipating player's attacks

Post by Shadelight »

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.
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Hamburgermiester
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Re: Monsters anticipating player's attacks

Post by Hamburgermiester »

BlazingPhoenix wrote: Much like your posting.
HEH
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Re: Monsters anticipating player's attacks

Post by Project Shadowcat »

No, seriously, shut up. You shouldn't be ban dodging in the first place.
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Hamburgermiester
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Re: Monsters anticipating player's attacks

Post by Hamburgermiester »

Project Dark Fox wrote:No, seriously, shut up.
A_STFU("Hamburgermiester")
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Slasher
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Re: Monsters anticipating player's attacks

Post by Slasher »

A_IPBAN("Hamburgermeister")

is more like it.
Hambergermiester

Re: Monsters anticipating player's attacks

Post by Hambergermiester »

How did this suddenly degenerate into ban threats?
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Re: Monsters anticipating player's attacks

Post by Ryan Cordell »

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