staffcarguy, on 22 February 2018 - 02:16 PM, said:
They don't seem to react to lasers then might be the problem, I might have to go back and check. Only other issue i might have with them is sometimes they just mindlessly stand or run into walls but since they're neither enemy nor really beneficial their AI doesn't need to be much more complex than that.
Well if the re-working of original duke episodes is already under way with better and newer features I might as well stop at this point since all I can really do is just plop in snipers at best alongside regular enemies. I think that goes for making custom maps as well since there's only so much you can do with what is currently publicly released. I'd rather wait until full release and build maps with the new enemies in mind instead of putting them in after and hoping it balances well.
It's possible to give them paths to follow and/or more sophisticated behavior, but I would want to work directly with level designers on what features are wanted so that I'm not wasting effort on features that don't get used. The reason why enemies seem smart in comparison, is that enemies are focused entirely on the player. There are lots of scripting commands that make it easy to code enemies, but NPCs are a different kettle of fish. I don't want them to obsess over Duke and follow him around, although that would be kind of funny.
The reason I haven't provided a recent update to the general public is because when I got to coding the armored pig, it became important to hook the enemy code into other features which aren't present in the base game. Continuing to provide standalone enemies would mean a significant amount of extra work, since I would either have to make two differnet versions of each enemy, or provide a lot of extra code with each enemy (which would be redundant to the main project) to get those extra features working. Also, the overall project which now contains the new enemies has some WIP content in it which should not be released in its present state. So, I dedided it was best to wait and release it all at once.