

Monsters for "Common" games
by Nelsona Jun 2014





I spent some time with developing a few ScriptedPawns clones of defaults. Probably I'll put them here when I'll consider them OK.
A mention to "a few" things a bit or more reworked:
- function HearNoise;
- function SeenPlayer;
- function eattitude;
- function trigger;
- function bump;
- function SetEnemy;
- function bool MeleeDamageTarget (aka bullshitdamageghost or such lousy crap);
- state attacking;
- state patroling;
- state guarding;
- state charging;
- state alarmpaused and derivates
- other states...
- certain functions PickDestination;
- function damageAttitude;
- add-on to set some lightning depending on team (red, blue... white) - I'm not mocking skins;
- Troopers are armed without too much bIsPlayer based on a better AddInventory function which exist in Pawn by default - need just a small tweak - probably LOGPickup are gonna be clean. They call bIsPlayer only if a mod attempt to fail weaponry - to test here more. Without replacements they never missed weapon and neither in my MH (probably are compatible with MH as well).


Back into subject before to make other changes.

I'll introduce a few modifications of CTF DM matches - even in purpose to be more improved than I did. I modified small things at swarmSpawn technology (is server-side to not mock with mismatching) as long as none of players needs it, just local or server stuff. I did this in purpose to have a proper deal with a new CTF controller and New monsters involved.

These monsters are able to set a self lightning when they decide to attack their enemy in purpose to not be confused with others - friends - yes, if we don't see too much stuff combined from Botpack with friendly monsters I did some changes and anybody can improve them a lot. Main target was getting rid of some errors (I played more minutes until to see any error).

Monsters will recognize DM (non-team-game) and CTF (which is Team-Game). As long as they play DM, will act aggressive against any other player and monster (even in default DM). In a Team-Game spawner will assign for that null byte unused named TEAM a number. Depending on that byte they will accept other monsters as team (and TeamTag to cooperate with default monsters), and any other such monster having another value for byte is declared automatically enemy. I modified SetEnemy and attitude deal, I did not see any monster to attack a Bot or player from the same team. This CTF controller is ready to accept these attitude changes, Bot ... eh, probably I should increase more Intelligence but... I think is a bit better now... I'm adressing especially to people who can understand what is here (source included) else spoken Will debate a document with entire story if is a need to do this. Swarmspawn is used to spawn prototypes described like in example and... other classes are included in source-code (in case of other needs). I did not tested Intensive water creatures (because default CTF stuff doesn't use so much water and it needs a deal with Water-Spawn). Their default Team byte is 3. So by default they should be OK even in MonsterHunt. Skaarj prototypes are modified here without bIsPlayer usage and probably being better. Without assigning other Team Byte they turn lightning on to Yellow (Gold) light. In this case they won't attack themselves but probably aren't so glad at other's attack. Bot or Player out of their team is a priority in attack based on default Engine deal with function "SeenPlayer" (not very relevant at creatures non-bIsPlayer - reason to self attack of Skaarj without a wrapped code). Also I think "HearNoise" might be more cute for "hunters" than other creatures.
Look here and fire up a try: