67eca0fa36841

67eca0fa395d8
1 Guest is here.
 

Topic: SS2 Scary Monsters AI Enhancement
Page: « 1 2 [3]
Read 39929 times  

67eca0fa39cb3AT-anonymo

67eca0fa39d30
ps should add that they do so when their arm animations go past the barrier when they stand against it, I think, so not sure if that's this mod or just vanilla behaviour.

67eca0fa39f56voodoo47

67eca0fa39fba
yes, monsters pushing their appendages through a solid object, getting the firing joint to the other side and harm the player with projectiles even though they shouldn't be able to is a vanilla issue.

67eca0fa3a2basarge945

67eca0fa3a37c
I believe @RoSoDude attempted to fix many of those with this mod, though.

-Fixed Big Droids, Shotgun Hybrids, Grenade Hybrids, Midwives, and Cyborg Assassins firing through objects (e.g. Cargo Bay crates, Metacreative Barrier)

Vanilla issue or not, this is a bug.

67eca0fa3a874RoSoDude

67eca0fa3a8d1
ps should add that they do so when their arm animations go past the barrier when they stand against it, I think, so not sure if that's this mod or just vanilla behaviour.

It will occasionally happen sometimes, should be much less often than before though. I set all of those enemies Sarge mentioned to fire projectiles from their elbow instead of their wrist, which looks virtually the same from the player's perspective but cuts down on 95% of cases where enemies blatantly shoot through objects, particularly Metacreative Barrier. I tested all of those enemies and for the most part they're getting blocked, there are a few angles (particularly if you cast the barrier so they're already partially inside it) where they'll manage to fire through anyway.

The thing to note about this vanilla issue is that the joint doesn't even need to make it to the other side of the object to fire through it, it just has to be inside the object at all. So if a Maintenance droid in the Cargo Bays has its arm slightly into a crate, the projectile will go right through the crate and hit you.

67eca0fa3a9b9AT-anonymous_access

67eca0fa3aa15
Roger that, thanks for clarifying and for a great mod either way. Makes such a difference to the overall experience, even if a hybrid here or a cyborg there manage to squeeze a cheap elbow shot over my meta-wishful-thinking barriers haha ;)

67eca0fa3abd4tiphares4

67eca0fa3ac2a
Hello, are scary monster & rapier assassin mod already compatible with SCP Beta 5 by any chance?

I still didn't have the pleasure of encountering any now finally full-armed & full-fledged assassin cyborg yet alas, although it seems to be one of the most exciting mods for me so far - having huge anticipation for it 

I've tried it with ss2 scp beta 4 version some time ago - but i had around 40 other mods installed & despite deactivating most or all of them it always crashed when i finally arrived in ops  : /
67eca0fa3aedd
It should generally be compatible.
You should never "throw away" crashes just like that. Save games, logs, and crash dumps (which can be extended) can be used by mod makers to find the cause of a bug.

67eca0fa3af7etiphares4

67eca0fa3aff1
oh yes, i will do next time, i'm sorry..   :/

67eca0fa3b0bbRoSoDude

67eca0fa3b109
From my brief overview of SCP Beta 5's object hierarchy I think Scary Monsters and Rapier Assassin are still fully compatible.

[I am currently working on updating SS2-RSD, which has a few things broken with the SCP update]

67eca0fa3b4c8tiphares4

67eca0fa3b680
''Miri, so far our work with the late model assassin cyborgs has gone remarkably well. I hope things with that son of bitch Diego never come to that, but it is comforting to know we're not nearly as defenseless as the UNN storm troopers might think. The only glitch we've encountered is with the upgraded laser rapiers... the poor things keep severing parts of themselves. We're trying to get the bugs fixed... ''


Ooohhhh, it's so amazing!   WHHEEEEEEEEEEEEEEEWWWWWWWWWWW   25 years later this feature is finally complete. That change made by scp by switching those annelid-spiders for assassins in that trap on Ops is also on point, perfectly after finding Korenchkin's log.

Recorded screenshot approx 0.02 seconds before death:
[dump084.png expired]

67eca0fa3b957RoSoDude

67eca0fa3b9ae
That change made by scp by switching those annelid-spiders for assassins in that trap on Ops is also on point

Didn't you say you're running Sarge's Randomizer? I don't think SCP swapped the spider out for an assassin, I think that was enemy randomization.

Glad you're enjoying the addon regardless!

67eca0fa3babaZylonBane

67eca0fa3bb17
SCP absolutely did not turn any spiders into assassins.
Acknowledged by: bombum

67eca0fa3bbbbvoodoo47

67eca0fa3bc0f
hmmm, in that particular situation, I probably wouldn't mind.

67eca0fa3bcc5sarge945

67eca0fa3bd18
Yeah it wasn't SCP. In the randomiser that particular trap can have spiders, assassin's or protocol droids, and they're all deadly.

67eca0fa3be47CyrusVonNox2001

67eca0fa3be9f
I think I asked this before on a different post a month or two ago, Is this now or will it be compatible with the latest version of SCP, when this and your Rebalancing mod get updated, I'm gonna combine it with some of those SCP mini mods, especially the security cameras one, and basically make a weirder and harder experience for myself.

67eca0fa3c0a9CyrusVonNox2001

67eca0fa3c106
RoSoDude
Should it still be compatible now considering SCP in now up to beta 6?

67eca0fa3c1benotaavatar

67eca0fa3c288
I still want it combined with SECMOD. I want to reply it with a new twist :((((((

67eca0fa3c7d0RoSoDude

67eca0fa3c829
RoSoDude
Should it still be compatible now considering SCP in now up to beta 6?
When I looked over the gamesys between SCP beta 4, 5, and 6 I did not notice anything that would hamper compatibility with Scary Monsters. SS2-RSD still needs an update, my apologies for continued delays on that. I have most of the issues resolved already but I have not had the time to do the proper dilligence to check it for release.

I should however update Scary Monsters to fix issues where some scripted enemies fail to attack in melee range (this happens to AI characters who are set by the mappers to not inherit scripts, which means they do not inherit the backpedal exploit fix script and are stuck with shortened melee range, as discussed here).

I still want it combined with SECMOD. I want to reply it with a new twist :((((((

This mod is incompatible with Secmod automatically because both mods replace the motion database. Secmod doesn't supply a copy of its edited motions so you couldn't merge and compile my changes onto it either.

Your name:
This box must be left blank:

Name the default melee weapon in System Shock 2:
1 Guest is here.
"Lets say sunshine for everyone, but for as far as i can remember, We've been laboratory animals living under changing weather"
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67eca0fa3fe44