
@Gideon020 Oh... I didn't realize there was a level set. The Babel I have is just weapons/effects and monster AI. It's mostly vanilla, but with monsters that attack in concert, either one after another or all at once. Am I playing an old release?
https://babel-mod.neocities.org/Josh771 wrote: @Gideon020 Oh... I didn't realize there was a level set. The Babel I have is just weapons/effects and monster AI. It's mostly vanilla, but with monsters that attack in concert, either one after another or all at once. Am I playing an old release?
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Supercharge!
Given that around half of the Thing_Hate parameters are something like "go after X without seeing them first", that may prove problematic. I'll have to see if I can find somewhere to test this more thoroughly.Josh771 wrote:• I'm not sure how that will play out. As long as they can see that thing, they shouldn't behave any differently than a vanilla Doom monster.
That would be awesome! Then inevitably someone will make a gorilla that throws more at youarmymen12002003 wrote:one thing you could do is make it where the AI deliberately targets the explosive barrels when the player is near them.
Not at present, no. I'm not even sure how I'd do that, but I'm pretty sure it's possible with ZScript. I think perhaps other mod developers have done something like this. I might investigate and see if anyone has any good ideas on how to implement something like that.Doominer441 wrote:Is there a way, when adding custom enemies, to add an exception so this won't affect them?