SS2 Shard Hybrid
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664adc575b62c
21. February 2021, 21:04:51
#20
Quote by voodoo47:
prototype already exists (somewhere) on my hdd.
This reminds me -- I experimented with adding Laser Rapiers to the Cyborg Assassins for SS2 Scary Monsters and had it all working save for the actual rapier attachment. However, I ended up cutting it from the mod for several reasons:
- It's not that faithful, and the goal of Scary Monsters was to retain each enemy's core identity while making them better at doing what they're supposed to
- Changing "AI: AI Core: AI" from "ranged" to "rangedmelee" has the unfortunate side effect of making them rush the player constantly to get into melee range, which is a downgrade to their AI behavior in my opinion
- Figuring out how to get the dang rapier attachment working on top of the above didn't seem worth it
I might try to finish this up as a DML addon (happily, no additions to motiondb.bin are necessary to support it). It's possible that I could fix the second issue with changes to other AI properties like desired attack range which which I wasn't familiar at the time. Using a script to flick between ranged and rangedmelee is a bad idea since that caused crashing when I tried to do it for other purposes.
21. February 2021, 21:11:36
I've abandoned it mostly because it's only doable on the vanilla model, and even there, I was not able to prevent the rapier from very obviously going through parts of the AI model sometimes (which, funnily enough, is consistent with the problems Korenchkin was mentioning).#21
maybe I'll revisit this once the SS2EE AI models are up for grabs.
22. February 2021, 16:40:44
because it's not-yet-a-mod, hence, the Engineering subforum. anyway, it will be later this week.#23
22. February 2021, 18:08:34
The number of pokémodders who blindly harvest unfinished assets from the Engineering forum never fails to astound me.#24
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