Making a monster attack less.

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Ceeb
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Making a monster attack less.

Post by Ceeb »

I have a stationary monster that self-destructs when it iniates it's attack. That said, it does this almost as soon as it spots the player and frankly, it makes the enemy terribly annoying.

I see MinMissileChance might be what I'm looking for, but there's no scale for it on the page; it just says "lower numbers make the monster attack more", but it doesn't say what a low or high number is in this case.

Can anyone help me?
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Demolisher
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Re: Making a monster attack less.

Post by Demolisher »

Ceeb wrote:I have a stationary monster that self-destructs when it initiates it's attack
Make it explode on it's melee, and do nothing for ranged.
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Xim
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Re: Making a monster attack less.

Post by Xim »

Ceeb wrote: I see MinMissileChance might be what I'm looking for, but there's no scale for it on the page; it just says "lower numbers make the monster attack more", but it doesn't say what a low or high number is in this case.
I'd really like this question to be answered too. It's very annoying and this feature is almost useless unless we know what's high or low (ie: the default MissileChance)
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Ceeb
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Re: Making a monster attack less.

Post by Ceeb »

Demolisher wrote:Make it explode on it's melee, and do nothing for ranged.
That's not the problem here. It has a short maxmissilerange (256 mapunits) which is just inside the range of it's explosion. I just want it to not explode as soon as the damn thing senses the player. :P
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Recurracy
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Re: Making a monster attack less.

Post by Recurracy »

Code: Select all

  
  Melee:
  Missile:
    TROO E 0 A_Jump(128,"Spawn")
    TROO EF 8 A_FaceTarget
    TROO G 6 A_TroopAttack  // See DoomImpBall
    goto See
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Xaser
 
 
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Re: Making a monster attack less.

Post by Xaser »

Hmm, I'm afraid that code's a bit too good to be true. It will either make no difference or crash, unless you put a frame with a delay before the jump (which, I imagine, is not what Ceeb's looking for in this case).

You could always intersperse a few calls of A_Wander in between the A_Chase states (or just use A_Chase and null out the missile/melee states).
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Jimmy
 
 
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Re: Making a monster attack less.

Post by Jimmy »

Xim wrote:
Ceeb wrote: I see MinMissileChance might be what I'm looking for, but there's no scale for it on the page; it just says "lower numbers make the monster attack more", but it doesn't say what a low or high number is in this case.
I'd really like this question to be answered too. It's very annoying and this feature is almost useless unless we know what's high or low (ie: the default MissileChance)
If my memory serves, 0 is the lowest and 256 is the highest.
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Xim
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Re: Making a monster attack less.

Post by Xim »

jimmy91 wrote:
Xim wrote:
Ceeb wrote: I see MinMissileChance might be what I'm looking for, but there's no scale for it on the page; it just says "lower numbers make the monster attack more", but it doesn't say what a low or high number is in this case.
I'd really like this question to be answered too. It's very annoying and this feature is almost useless unless we know what's high or low (ie: the default MissileChance)
If my memory serves, 0 is the lowest and 256 is the highest.
So that'd make 128 the normal missile chance then? Like, is the default missile chance for all the monsters 128 unless stated otherwise?
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Recurracy
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Re: Making a monster attack less.

Post by Recurracy »

Xaser, I tested it and it works perfectly. Proof: the imps hissed.
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Xaser
 
 
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Re: Making a monster attack less.

Post by Xaser »

Oh, I thought you were jumping back to See, not Spawn. Though you're right in that there's the 'problem' of the Imp replaying its SeeSound every time, but if it works, more power to you. :)
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Ethril
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Re: Making a monster attack less.

Post by Ethril »

Xaser wrote:Oh, I thought you were jumping back to See, not Spawn. Though you're right in that there's the 'problem' of the Imp replaying its SeeSound every time, but if it works, more power to you. :)

Code: Select all

  seesound "none"
 ...
 ...
 ...
  See:
    TROO A 0 A_Playsound("imp/sight")
    //Intentional fall-through
  See2:
    TROO AABBCCDD 3 A_Chase
    loop
  Melee:
  Missile:
    TROO E 0 A_Jump(128,"Spawn")
    TROO EF 8 A_FaceTarget
    TROO G 6 A_TroopAttack  // See DoomImpBall
    goto See2
:wink:
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