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Knasp Joined: 18 June 2004 Posts: 158 |
24 November 2008 19:03 (UK time)
Hi everyone! It's been a while since I've posted but I check in from time to time, just so you know. Anyway I went in to mod Meteor 2 again but sofar I'm dissapointed due to "melee" working horrible. So if James reads this, please make a modder setting for engaging/visual distance for A.I objects. If the enemy with the "melee" weapon can see and charge me (move as close as it can to melee) it would solve all my problems. Currently my melee enemies just roam around until I let myself get close enough to get charged. I know that James is very busy with Rod 3D and Meteor 3 but this feature, (Don't know how small it is?), could change Meteor 2 for the better! /Knasp Edited: 24 November 2008 19:04 You need to login to create posts in this thread. |
ParaSait Joined: 26 June 2007 Posts: 1478 |
24 November 2008 19:27 (UK time)
Yeah and especially for... Rabbits =O (Don't worry Papercut, I'll try to fix it with a SC_SetObjectFollow...)
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DarkRain Joined: 01 March 2007 Posts: 1193 |
25 November 2008 06:32 (UK time)
Knasp wrote: Yes, you are right. This can improve Meteor 2 a lot.
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Knasp Joined: 18 June 2004 Posts: 158 |
25 November 2008 15:12 (UK time)
Interesting, I'll try that. You need to login to create posts in this thread. |
ParaSait Joined: 26 June 2007 Posts: 1478 |
25 November 2008 16:19 (UK time)
@Dthdealer Hmm that's pretty smart... Haven't thought of that before. EDIT: But what if the enemy starts shooting the no-damage weapon? Then he just stands still within a certain radius doesn't he?
Edited: 25 November 2008 16:20 You need to login to create posts in this thread. |
Knasp Joined: 18 June 2004 Posts: 158 |
25 November 2008 17:30 (UK time)
I've done some testing and it doesn't work for Meteor 2. Sure the zombies will charge you from a greater distance but they never get close enough. Like you guessed Mrazerty, the enemies get within a certain distance before they start unleashing all their weapons, rather than getting close enough to be able to reach with all weapons. Actually if you could just check a box that the could attack while moving that would be sufficient. So once you're in range the enemy would keep going until he gets close enough to make contact with the player. Then this Long-range, no damage weapon would work fine. EDIT: Btw, something else I thought of that would speed up M2 mapping would be to bind the Shift key to copypasting a sector. For example you would hold the shift key and drag a wall sector which would duplicate that sector to wherever you dragged it. And the crash when reloading after using the weapon editor is quite nagging too. But oh well, I guess you can't get everything you want. Edited: 25 November 2008 17:35 You need to login to create posts in this thread. |
arezey Joined: 16 June 2005 Posts: 1599 |
26 November 2008 07:33 (UK time)
Hi Knasp, welcome back. I used to be aleksanteri, just so ye know as well Maybe you could increase the melee weapon's range, just a little so that it would hit you? Of course that would make it seem the zombies would hit air, unless you change the projectile sprite to the weapon sprite. You need to login to create posts in this thread. |
Knasp Joined: 18 June 2004 Posts: 158 |
26 November 2008 11:06 (UK time)
Well, I got something like that now but the problem remains that the enemies don't see me. You need to login to create posts in this thread. |
40oz Official Sponsor Joined: 03 January 2004 Posts: 1799 |
27 November 2008 04:50 (UK time)
@Mrazerty I kinda like it the way it is, due to the extreme number of enemies, it would be near impossible to fend them all off when they all know where you are at the same time. But aside from that, It would still be nice to make it easier to control how far enemies can see, despite the range of their projectiles.
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DarkRain Joined: 01 March 2007 Posts: 1193 |
27 November 2008 06:54 (UK time)
Papercut wrote: I think that's the most important problem too.
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Knasp Joined: 18 June 2004 Posts: 158 |
27 November 2008 14:17 (UK time)
You could also shorten their visual range for sneaky missions. Once you're detected they can shoot their full projectile distance. Btw, I'd love if there was an AI stance called ) So that I don't have to edit every object in notepad. OF course, if "visual range" is introduced it would be nice if the enemies would be guarding until you're in visual range. EDIT: Currently the compromise I'm using is having my melee enemies run at a higher speed than myself so that they eventually get close enough to kamikaze themselves. Edited: 27 November 2008 14:21 You need to login to create posts in this thread. |
ParaSait Joined: 26 June 2007 Posts: 1478 |
27 November 2008 18:48 (UK time)
I already thought of sneaking missions using the event "OnObjectLaserTrip". Too bad you'd have to give every guard a fixed laser then =/ Oh and James said that programming custom AI will be possible in M3. If everything he said about it is true, M3 will be such an awesome game!
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DarkRain Joined: 01 March 2007 Posts: 1193 |
27 November 2008 18:56 (UK time)
Mrazerty wrote: Yes, Meteor 3 will be the peak of the Meteor mountain.
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