View previous topic :: View next topic |
Author |
Message |
Keyboard_Doomer Unstoppable!
Joined: 11 Jan 2015
|
Posted: Mon Oct 25, 2021 8:40 am Post subject: Monsters switching target to players without being hurt |
|
|
Behavior in vanilla, Boom, (G)ZDoom and MBF21:
If a monster is targeting a monster/player that hurt it, it can't switch targets until either its original target is dead or it's hurt by a different monster/player.
Current behavior in ZDaemon:
The monster switches target after a certain threshold passed, with its original target still alive and without ever being hurt by another monster/player.
The default behavior in MBF is similar but it is generally considered bad and it was one of the incentives that prompted the creation of the new MBF21 standard.
test wad (the zip includes a vanilla-compatible and a Boom-compatible demo to demonstrate the behavior in vanilla/Boom)
Last edited by Keyboard_Doomer on Mon May 15, 2023 10:10 pm; edited 1 time in total |
|
Back to top |
|
|
Krawa There is a limit
Joined: 23 Nov 2008 Location: #SDA
|
Posted: Mon Oct 25, 2021 7:56 pm Post subject: |
|
|
In vanilla Doom there is a difference between singleplayer and multiplayer:
In multiplayer the monster will search for a new player target after 100 tics "timeout" (in code actor->threshold and BASETHRESHOLD).
In function A_Chase ()
The same happens in ZD, which always runs in multiplayer mode. |
|
Back to top |
|
|
AF-Domains.net Dark Messenger of IRC
Joined: 01 Jun 2002 Location: United Kingdom
|
Posted: Mon Oct 25, 2021 10:44 pm Post subject: |
|
|
Sent to oblivion by request. |
|
Back to top |
|
|
|