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Topic: Scary Monsters AI issues
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66ee17680b537voodoo47

66ee17680b5b7
yes, a lot of people are sure. and more often than not, they are, just like you,
https://www.youtube.com/watch?v=uX0-cc57a7A
this is vanilla with pathfinding fixed.

let me put this into a single sentence, one last time: with SMAI enabled, monkey melee attacks do not work properly, and it doesn't matter whether other map mods are active or not.

66ee17680b979RoSoDude

66ee17680b9fc
This is the reason they don't attack with SMAI enabled:

Code: [Select]
////Reduces Spider/Monkey/Midwife desired melee distance (makes them MORE likely to hit as they chase more first)
+ObjProp -189 "HTHCombatDist" //Arachnightmare
{
    "" 2.00, 3.00, 6.00 //was 2.00, 4.00, 6.00
}
+ObjProp -1439 "HTHCombatDist" //Invisibile Arachnid
{
    "" 2.00, 3.00, 6.00 //was 2.00, 4.00, 6.00
}
+ObjProp -1540 "HTHCombatDist" //Monkeys
{
    "" 2.00, 2.75, 6.00 //was 2.00, 4.00, 6.00
}
+ObjProp -179 "HTHCombatDist" //Midwife
{
    "" 3.00, 5.25, 8.50 //was 3.00, 6.75, 8.5
}

HTHCombatDist determines the maximum range at which the AI thinks they can hit the player. When the AI's target is moving away from the AI, the engine code shortens this range, leading to the backpedal exploit as the AI always thinks the player will be outside their attack range.

Scary Monster's fix is a hack: while the player is within an AI's base archetype HTHCombatDist range, a rage variable builds up over time that multiplies HTHCombatDist on the concrete until the AI finally attacks (and rage is cleared). This means that after some period of chasing the player without attacking, the AI will eventually get "frustrated" and attack.

I shortened the forward ranges on HTHCombatDist on the base archetypes for spiders, monkeys, and midwives, because with the old values they were attacking the player without chasing enough. However, the enemies that are set to not inherit scripts don't have the rage buildup feature, so they're stuck with this piss-poor melee range that not only worsens the backpedal exploit but also makes them unwilling to attack when they're right in front of you.

The solution, if I don't want to check every single enemy with pseudoscripts to add the backpedal exploit fix to them manually, is to do the base HTHCombatDist modulation inside the script itself so that enemies will be no worse than vanilla at melee attacking, even if they lack the fix.

66ee17680baa4voodoo47

66ee17680baf9
the medsci2 monkey duo does not have not inherit ticked though?
66ee17680bc12
i fixed it by making them ranged only hah

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