EnemySpecies Property,

Moderator: GZDoom Developers

Post Reply
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

EnemySpecies Property,

Post by TheMightyHeracross »

jdredalert wrote:Synthetics are mostly the good guys, unless they are made by an evil and greedy corporation, and designed specifically to disobey the laws of robotic that prevent robots to harm humans. They weren't supposed to cooperate with xenomorphs, however they will behave like normal Doom monsters in the original campaigns. In our custom maps, we'll try to make them fight each other as often is possible.
-Ghost- wrote:Is there no way to make them in-fight as soon as they're "awakened" by the player without messing with the map first?
This is my proposed solution: a property that allows a monster to automatically hate another monster of the indicated species. Here's my example, in the theme of the above scenario:
ACTOR MarinePulseRifle : MarineChaingun
{
EnemySpecies "Xenomorph", "Predator"
}
ACTOR Xenomorph : Demon
{
EnemySpecies "Human", "Predator", "Synthetic"
}
And so on. So, when the marine meets the Alien, he will attack, and vice versa. Also, it would be preferable if the monsters would start fighting when they enter the player line of sight, so that the player would still be able to fight all of the monsters and not have most of them dead from the fight. However, this is not required.

Thanks. :)
User avatar
jdredalert
Posts: 1681
Joined: Sat Jul 13, 2013 10:13 pm
Contact:

Re: EnemySpecies Property,

Post by jdredalert »

edit - nevermind
Last edited by jdredalert on Mon Jun 30, 2014 6:44 pm, edited 1 time in total.
User avatar
Fishytza
Posts: 793
Joined: Wed Feb 23, 2011 11:04 am
Preferred Pronouns: They/Them
Contact:

Re: EnemySpecies Property,

Post by Fishytza »

Before this gets [No]'d, let me ask a question.

If friendly monsters can detect non-friendlies via soundblocks (is that what you call it?) why can't the same method be applied here? Except we discriminate based on whether a thing is one of the 'hated species' instead of whether it has the FRIENDLY flag or not.
User avatar
GhostKillahZero
Posts: 742
Joined: Wed Nov 13, 2013 4:41 pm
Location: 343 Industries Headquarters
Contact:

Re: EnemySpecies Property,

Post by GhostKillahZero »

This seems really useful to me, I'm with you on this one. :yup:
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: EnemySpecies Property,

Post by Graf Zahl »

This gets no'd because there's no realistic chance is ever going to invest the time and effort to implement it.
User avatar
GhostKillahZero
Posts: 742
Joined: Wed Nov 13, 2013 4:41 pm
Location: 343 Industries Headquarters
Contact:

Re: EnemySpecies Property,

Post by GhostKillahZero »

Isn't that too bad... :P
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”