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Message: [quote author=RoSoDude link=msg=138362 date=1612500401] Updated to v1.01. Decided to extend the chase fix to other enemies with melee attacks (Spiders, Monkeys, Midwives) since the backpedal exploit can still present problems with them. Also made Spiders more aggressive and Cyborg Assassins a bit more slippery. New from v1.00: Couple other points: [list] [li]I thought to check if ZylonBane's [url=https://www.systemshock.org/index.php?topic=10952.0]Enemy Health Randomizer[/url] is compatible since I figured it also overrides monster script slots. Not to worry -- they override different areas, so they can be used together in any order[/li] [li]I've decided to include the edited motions (\motions\*.mi) and motion schemas (\mschema\*.moc) for other modders to use; however only the compiled motiondb.bin is functional[/li] [li]I looked into the "Leads Target" field for ranged enemies. Turns out Cyborg Assassins and Psi Reavers already use it. I'm still debating whether I like it on the Cyborg Midwife, particularly since its introduction is a very long range encounter where leading would cause its shots to be very off. She's still quite dangerous already at close range, but maybe I'll script some variance for it depending on range[/li] [li]I experimented with some crude fixes for melee enemies stupidly standing in place when the player gains any height on them, but it was very unstable and led to crashing, so shelved for now. May return to it later[/li] [/list] EDIT: video demo [youtube]https://www.youtube.com/watch?v=5HboW7PDs1w[/youtube] [/quote]
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