6648a96a0980e

6648a96a09d39
1 Guest is here.
 

Topic: SS2 Scary Monsters AI Enhancement
Page: « 1 2 [3]
Read 17285 times  

6648a96a0a20fAT-anonymo

6648a96a0a276
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.

6648a96a0a3ffvoodoo47

6648a96a0a455
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.

6648a96a0a71esarge945

6648a96a0a775
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.

6648a96a0abb0RoSoDude

6648a96a0ac04
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.

6648a96a0acc4AT-anonymous_access

6648a96a0ad16
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 ;)

6648a96a0aea9tiphares4

6648a96a0aef8
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  : /
6648a96a0b165
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.

6648a96a0b1fdtiphares4

6648a96a0b24a
oh yes, i will do next time, i'm sorry..   :/

6648a96a0b306RoSoDude

6648a96a0b354
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]

6648a96a0b667tiphares4

6648a96a0b6b8
''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:

6648a96a0b9adRoSoDude

6648a96a0b9ff
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!

6648a96a0baf4ZylonBane

6648a96a0bb42
SCP absolutely did not turn any spiders into assassins.
Acknowledged by: bombum

6648a96a0bbe0voodoo47

6648a96a0bc2c
hmmm, in that particular situation, I probably wouldn't mind.

6648a96a0bccdsarge945

6648a96a0bd1b
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:

Replicator restrictions are in place for the good of whom?:
1 Guest is here.
You've got a warm heart, you've got a beautiful brain. But it's disintegrating.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6648a96a0be4a