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Monster Vs Monster
Posted: Wed Jan 21, 2009 5:19 pm
Monster Vs Monster on MH Mod
What can i do? Mutator for this problem?
Posted: Wed Jan 21, 2009 5:44 pm
Are you mapping or just playing?
Posted: Wed Jan 21, 2009 7:05 pm
I know a small piece of code can prevent monsters from fighting each other but I do not think a mutator can do that trick, it would require it to replace every monster with their script still intact as it is hardcoded into the pawns. by the "Attitudes" Like "Attitude_HATE" And Kellys "Attitude_BAN"
Posted: Wed Jan 21, 2009 7:11 pm
Nah it can be done. It's easier to do by pawn (see the NOFF monsters in the downloads) but you can call a mutator for this. I will include it in the mod rewrite.
Posted: Thu Jan 22, 2009 6:06 am
Im have a new Monsterhunt server and im a mapper.
But on the du. server mod have not Monter Vs Monster.
Posted: Thu Jan 22, 2009 11:11 am
gopostal wrote:Nah it can be done. It's easier to do by pawn (see the NOFF monsters in the downloads) but you can call a mutator for this. I will include it in the mod rewrite.
I have a question about that too, Postal, will monsters not be able to fight any more at all, or is it just a changeable option somewhere? (E.G. attitude) Some people might actually want to create some sort of atmosphere or tension by causing monster fighting in particular spots, if this mod was done (and put on servers) then that would kinda make what has been done by the mapper sort of redundant wouldn't it?
Posted: Thu Jan 22, 2009 12:47 pm
Now I think of it, Monsters fighting each other (And being able to injure one another) is the point of the map "Lost Souls"
Posted: Thu Jan 22, 2009 3:18 pm
OK, please excuse me if this gets a little long winded but I've read a LOT of discussions about this on various monster forums and most of it is incorrect.
There are some mods that can ease monster fighting and a couple of ways to cease it completely. You run into problems though as Al mentioned, and also some script problems with monsters "seeing" the proper triggers for things.
Some no-fight scripts block monsters from seeing other monsters but the problem is that if they "bump" into each other or one hits another with a projectile it accesses a class called SetEnemy, which basically decides friend-or-foe. As the stock game sits everything outside of each monster's race is considered (for the most part) foe, so this causes them to start fighting.
The way I chose to change it is by altering the SetEnemy code so that a check is placed to prevent *ANY* scripted pawn (read monster) from *ever* becoming an enemy, no matter what. Now this works fantastically well in almost all normal situations but if you needed monsters to attack a certain thing or other monster, they probably can't be made to. This is exactly why I posted the monsters in map form so they could be borrowed and placed into your mapping on an as-needed basis. Without a wholesale reclassing the occasional monster that needs to kill something can still function, but the vast majority of monsters can carry the gene for never attacking anything but players.
Whew....hope that helps.
Oh, something else just occured to me too. I noticed the monsters to be more aggressive with my code injected into them. It troubled me until a code bud of mine pointed out why: They aren't concerned with anyone else but you! They don't need to spend time accessing the other 30 monsters and players in the room, decide an order of importance and then choose whom to attack. Once they find you, you become the sole purpose for them. No wonder they seemed sharper.
Posted: Fri Jan 23, 2009 9:05 am
Now that's nice, and I assume also a lot more performance friendly.. Is that the case?
Posted: Fri Jan 23, 2009 9:20 am
Honestly Al, I need to make an intense testmap and post it to my testserver. Let it run a bit then see if the logs look cleaner. You have any shell maps lying around that I could use? It won't be a release just a test for me to see before and after with a monster swap. I can't imagine anything but positive coming from it.