I'm looking for a code that makes all enemies aggressive as the Enforcer.
Page 1 of 1
Making all enemies aggressive as the Enforcer?
#1 Posted 13 April 2022 - 05:34 PM
#2 Posted 15 April 2022 - 01:10 AM
Enforcers are pussies, you should make them as aggressive as battelords instead.
#3 Posted 16 April 2022 - 08:51 AM
Danukem, on 15 April 2022 - 01:10 AM, said:
Enforcers are pussies, you should make them as aggressive as battelords instead.
LMAO, This post made my day! Thanks man.
#4 Posted 13 July 2022 - 06:11 PM
What about a modified con file that fixes the weird monsters behavior of just walking toward the player instead of shooting him?
#5 Posted 13 July 2022 - 08:29 PM
I seem to remember a thread or maybe it was a discord channel where we had actual suggestions for how to change the code for making enemies more aggressive. Evidently it was not this one.
#6 Posted 18 July 2022 - 03:16 PM
I think I found the thread you are referring to:
https://forums.duke4...post__p__369867
However, these suggestions aren't specific enough for me.
Which lines exactly should be modified?
https://forums.duke4...post__p__369867
However, these suggestions aren't specific enough for me.
Which lines exactly should be modified?
#7 Posted 18 July 2022 - 06:30 PM
Part of the aggressiveness of Enforcers if they have a chance to swap to shooting whenever they are hit by something. That chance doubles as 'accuracy' reduction by resetting action count before a bullet is shot at Duke.
Setting the chance too high causes the Enforcer to 'miss' every shot and make no firing SFX
If you take this on-hit approach with other enemies you'll want to make exceptions for when those enemies are shooting or flinching lest they cancel the action partway
The other reason is the Enforcer seekstate has counts below 3 seconds to start shooting for close & far ranges, and a charge state that guarantees it no matter the distance.
For comparison the Trooper only has shoot chances after stopping, after fleeing, and after unhiding.
state checklizhit (...) ifp palive ifcansee ifcanshoottarget ifrnd 96 { ai AILIZSHOOTENEMY break } ends
Setting the chance too high causes the Enforcer to 'miss' every shot and make no firing SFX
If you take this on-hit approach with other enemies you'll want to make exceptions for when those enemies are shooting or flinching lest they cancel the action partway
The other reason is the Enforcer seekstate has counts below 3 seconds to start shooting for close & far ranges, and a charge state that guarantees it no matter the distance.
For comparison the Trooper only has shoot chances after stopping, after fleeing, and after unhiding.
Share this topic:
Page 1 of 1