664a8cf13b3e0

664a8cf13b960
1 Guest is here.
 

Topic: SS2 Scary Monsters AI Enhancement
Page: « 1 2 [3]
Read 17568 times  

664a8cf13bee3AT-anonymo

664a8cf13bf58
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.

664a8cf13c128voodoo47

664a8cf13c183
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.

664a8cf13c547sarge945

664a8cf13c5d5
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.

664a8cf13cc08RoSoDude

664a8cf13cc85
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.

664a8cf13cdc3AT-anonymous_access

664a8cf13ce1b
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 ;)

664a8cf13d0c3tiphares4

664a8cf13d129
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  : /
664a8cf13d529
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.

664a8cf13d5cetiphares4

664a8cf13d621
oh yes, i will do next time, i'm sorry..   :/

664a8cf13d6fdRoSoDude

664a8cf13d74c
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]

664a8cf13db6btiphares4

664a8cf13dbc6
''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:

664a8cf13df3fRoSoDude

664a8cf13dfa2
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!

664a8cf13e0ccZylonBane

664a8cf13e123
SCP absolutely did not turn any spiders into assassins.
Acknowledged by: bombum

664a8cf13e1e8voodoo47

664a8cf13e23e
hmmm, in that particular situation, I probably wouldn't mind.

664a8cf13eb6fsarge945

664a8cf13ebd0
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:

Look at you, ____: a pathetic creature of meat and bone!  (Fill in the missing word):
1 Guest is here.
Jaunt time between transmission and reconstruction phases of protoreality space is close to nonexistent, to the transported matter.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
664a8cf13ed3a