![Tongue :tongue:](./images/smilies/Zunge.gif)
I really wanna try this out, would be cool to put them on the ground or on the side of a pillar and make them shoot at players from there. Looking forward to it
![Wink :wink:](./images/smilies/icon_wink.gif)
Damn ...where is my Ban-Hammer !!? ...Oh ...I mothballed it... never mind.MrLoathsome wrote:I am double-posting and necro-bumping this thread so you can all read
my cool edit to the above post.
Sadly I will now be banned for breaking the forum rules, so none of you
will ever get to see the cool Tentacles I have been working on.![]()
MrLoathsome wrote:Update for anybody who might be testing this. (If anybody is....)
Oh indeed ...it is.MrLoathsome wrote:(The Idea! smiley is broken.....)
Got the issues in Beta1 I mentioned all fixed now I believe.editor Dave wrote:I'm happy this is working after all, nice work so far! I didn't know Tentacles could smack you with their tail![]()
I only tested it by placing them in a map playing Singleplayer and I noticed one thing concerning gameplay:
When you go in range of the tail attack and move around the tentacle, it won't follow you, it also won't trigger its ranged attack again if go further away. It will continue to attack you only if you are in direct sight. That means: The ranged attacks chase you in any direction because the Tent turns along with you, but in close combat it doesn't (and won't until you walk right back in its face). Is that intentional? I found this behavior a bit strange.
And one thing you are very well aware of:
The death sequence and carcass are pretty disappointing considering everything else works so perfect (even the spawn animation!). Do you think you can turn it around the moment the dying state is activated, so the original death sequence is able to work correctly? Or maybe you can make the spawn animation go backwards. But that is not possible to do, is it?
While looking strange, sequence itself doesn't disappoint as much as the dead carcass. This just looks like a boner to meMrLoathsome wrote: Looking at that death sequence currently.
Patrolling is an often used feature. The others might be put in maps, too, but they are less obvious. However, as you said, you don't need to worry about those if you have a stationary pawn like this, anyway.MrLoathsome wrote: Do mappers ever actually use the Orders variable when placing Monsters in maps?
(Guarding, Patrolling, Attacking, Ambushing etc.)
But it can fly now...editor Dave wrote:Patrolling is an often used feature. The others might be put in maps, too, but they are less obvious. However, as you said, you don't need to worry about those if you have a stationary pawn like this, anyway.MrLoathsome wrote: Do mappers ever actually use the Orders variable when placing Monsters in maps?
(Guarding, Patrolling, Attacking, Ambushing etc.)
No excuse, but a reason...MrLoathsome wrote:@papercoffee
That's no excuse.
I included ini files for both MonsterSpawn303 and SwarmSpawner, so you could test these
in any type of game or botmatch.
Code: Select all
if (!LineOfSightTo(Enemy))
GotoState('StakeOut');
else
GotoState('RangedAttack');
Ah, all those examples above are manually added for background life, and the Zombies!!! mutator is extra to that.papercoffee wrote:I thought, you use only zombies