664841a6a669e

664841a6a6b8b
1 Guest is here.
 

Topic: SS2 Scary Monsters AI Enhancement
Page: « 1 2 [3]
Read 17218 times  

664841a6a6f98AT-anonymo

664841a6a700a
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.

664841a6a71f0voodoo47

664841a6a7243
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.

664841a6a74b5sarge945

664841a6a7507
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.

664841a6a78fcRoSoDude

664841a6a795b
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.

664841a6a7a6fAT-anonymous_access

664841a6a7acd
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 ;)

664841a6a7c67tiphares4

664841a6a7cb7
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  : /
664841a6a7ef1
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.

664841a6a7f84tiphares4

664841a6a7fcf
oh yes, i will do next time, i'm sorry..   :/

664841a6a808cRoSoDude

664841a6a80d7
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]

664841a6a8436tiphares4

664841a6a8488
''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:

664841a6a8742RoSoDude

664841a6a8797
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!

664841a6a888fZylonBane

664841a6a88df
SCP absolutely did not turn any spiders into assassins.
Acknowledged by: bombum

664841a6a89bdvoodoo47

664841a6a8a0b
hmmm, in that particular situation, I probably wouldn't mind.

664841a6a8ac4sarge945

664841a6a8b13
Yeah it wasn't SCP. In the randomiser that particular trap can have spiders, assassin's or protocol droids, and they're all deadly.

Your name:
This box must be left blank:

In which year was System Shock 2 released:
1 Guest is here.
rooms torn asunder
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
664841a6a8c35