Monsters anticipating player's attacks
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- Hamburgermiester
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Monsters anticipating player's attacks
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?
- Hamburgermiester
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Re: Monsters anticipating player's attacks
I'm just wondering, why is this no'ed?
Re: Monsters anticipating player's attacks
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).
- XutaWoo
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Re: Monsters anticipating player's attacks
Some, but I think the AI was untouched due to incompatabilities.
Re: Monsters anticipating player's attacks
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.
- Hamburgermiester
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Re: Monsters anticipating player's attacks
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.
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.
- wildweasel
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Re: Monsters anticipating player's attacks
Legacy probably did it in a hacky way that isn't remotely compatible with ZDoom's present AI routines.
- Hamburgermiester
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Re: Monsters anticipating player's attacks
That makes sense, Legacy was a hacky engine to begin with.wildweasel wrote:Legacy probably did it in a hacky way that isn't remotely compatible with ZDoom's present AI routines.
- Shadelight
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Re: Monsters anticipating player's attacks
Much like your posting.Hamburgermiester wrote:That makes sense, Legacy was a hacky engine to begin with.wildweasel wrote:Legacy probably did it in a hacky way that isn't remotely compatible with ZDoom's present AI routines.
- Hamburgermiester
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Re: Monsters anticipating player's attacks
HEHBlazingPhoenix wrote: Much like your posting.
- Project Shadowcat
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Re: Monsters anticipating player's attacks
No, seriously, shut up. You shouldn't be ban dodging in the first place.
- Hamburgermiester
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Re: Monsters anticipating player's attacks
A_STFU("Hamburgermiester")Project Dark Fox wrote:No, seriously, shut up.
Re: Monsters anticipating player's attacks
A_IPBAN("Hamburgermeister")
is more like it.
is more like it.
Re: Monsters anticipating player's attacks
How did this suddenly degenerate into ban threats?
- Ryan Cordell
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Re: Monsters anticipating player's attacks
Because you keep retaliating after every post. Just shrug some off, for christ's sake.