Friendly monsters -

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Macil
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Post by Macil »

I got an idea. Constantly spawning a patrol point at the player's coordinates, wait a second, remove it, spawn another....
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Graf Zahl
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Post by Graf Zahl »

That is highly problematic because the patrol point is the monster's target. In that case it's better to constantly teleport it to the player's coordinates instead of spawning new ones.
skadoomer
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Post by skadoomer »

not to mention that a actor folling a path is dormant while in motion from point to point. i've been researching a similair solution for foreverhood where i need characters to be able to follow you around (and i do mean stay on your trail) As far as i can tell, spawning a path node and then using thing_srtgoal to move the creature toward thee path node seems to be the best way to do this. Since there neither active or attacking, there shouldn't be a problem.

Idealy i'd love to see a thing_follow(leadertid, attack?) function where you set the tid of the actor you want the thing to follow and an option to have the thing attack other things while following the leader. Just a thought to make at least my life easier.
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Graf Zahl
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Post by Graf Zahl »

In other words, you want Thing_Hate functionality with attacks being blocked, right?
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Galaxy_Stranger
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Post by Galaxy_Stranger »

Oh yeah - it would be great to controll whether or not the monster attacks after he's started. As far as I can tell, if a monster's seen you and goes after you, you can't script him to stop without moving him or something to make him dormant.
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Mr. Tee
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Post by Mr. Tee »

Graf Zahl wrote:In other words, you want Thing_Hate functionality with attacks being blocked, right?
Graf, that's an excellent idea! Can it be done? And can the "attacks block" part then be modified in situ to have the monsters attack sometimes (like with the FRIENDLY flag) and other times just follow you (as written in your quote)?

This would be a cool feature.
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Graf Zahl
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Post by Graf Zahl »

Preventing a Thing_Hate monster from attacking should not involve more than one additional parameter in the Thing_Hate command and one flag that is used to prevent the monster from entering an attack state. This should be doable in a few minutes.
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Post by skadoomer »

Graf Zahl wrote:In other words, you want Thing_Hate functionality with attacks being blocked, right?
Pretty much, the only advantage to writing it in acs was to script the creatures to be idle when you where so they don't excessively bounce around, especially when it comes to being in battle (these creatures are essencially hostages that you have to lead out of an area alive)

If the feature is implimented, i will erect a small statue in your honnor.
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Galaxy_Stranger
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Post by Galaxy_Stranger »

Well, I STILL don't understand what the hell is goin' on... :shrug:
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