Author Topic: Darts  (Read 818 times)

Legacy_Blatob

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« on: August 25, 2014, 06:59:47 pm »


               

I'm trying to make a creature that would use darts to attack PC. Now, so far, I was unable to do so. Spawns would close in and attack the party in melee rather then use their assigned weapon (spawns have appropriate weapon proficiency). Is there a way around this? Could it be that they should have a dismal STR , so not to resort to the close combat?



               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #1 on: August 26, 2014, 02:35:21 am »


               

Maybe in your dart-hurlers' on spawn script, add or uncomment this:


 


SetCombatCondition(X0_COMBAT_FLAG_RANGED);



               
               

               
            

Legacy_Shadooow

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« Reply #2 on: August 26, 2014, 04:55:02 am »


               


I'm trying to make a creature that would use darts to attack PC. Now, so far, I was unable to do so. Spawns would close in and attack the party in melee rather then use their assigned weapon (spawns have appropriate weapon proficiency). Is there a way around this? Could it be that they should have a dismal STR , so not to resort to the close combat?




One of the thousands bug in game that my patch fixes...


               
               

               
            

Legacy_Blatob

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« Reply #3 on: August 26, 2014, 10:09:26 am »


               


Maybe in your dart-hurlers' on spawn script, add or uncomment this:


 


SetCombatCondition(X0_COMBAT_FLAG_RANGED);




Thank you, but will that change prevent them from engaging in melee when PC get close enough to them? Currently, they don't use the darts, though they are holding them. When they see PCs they put the darts "back" and rush the party. Other ranged type enemies use their weapons until they end up being pressed by PCs or use up all ammo, then switch to melee weapons and continue fighting.


 


Shadooow, I understand. There are bunch of bugs left out of the official patches, but the server I'm building for is using 1.69. I'm not sure how the switch to 1.71 would affect the scripting we have especially in such a late phase of development.


               
               

               
            

Legacy_Shadooow

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« Reply #4 on: August 26, 2014, 10:26:06 am »


               


 


Shadooow, I understand. There are bunch of bugs left out of the official patches, but the server I'm building for is using 1.69. I'm not sure how the switch to 1.71 would affect the scripting we have especially in such a late phase of development.




Only one way how to find out. Revert is easy to do in a case. Or just try it on your development PC first.


 


Though, on already established PW it is not guaranted that the throwing weapons (and any other AI fix) will be automatically fixed. Depends on existing scripting in module especially the nw_c2_* family - in this case, recompiling all scripts would need to be done.


 


EDIT: its even possible to copy the AI fixes from CPP and use it on server without CPP. Thats because the server does not recompiling scripts on fly (one of the advantage of NWScript). So, if you install CPP on your dev machine, then modify all the nw_c2_* scripts so they will appear in your module (if not there already) and then recompile all scripts and then send it on server all the AI fixes will be active without need to install CPP on server. Though, thats a bit extreme method of doing this...



               
               

               


                     Modifié par Shadooow, 26 août 2014 - 09:33 .
                     
                  


            

Legacy_Shadooow

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« Reply #5 on: August 26, 2014, 11:01:12 am »


               

Another options:


 


1) custom AI set (Jasperr etc.) - same consequences as CPP in terms of monster behavior even bigger (as CPP keeps standard AI just fixes and improves upon it)


 


2) special AI on monster (method that the Shadow from HotU uses) - just code ActionAttack and it will work (except reequipping another stack)



               
               

               
            

Legacy_Blatob

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« Reply #6 on: August 26, 2014, 01:52:49 pm »


               

Thank you.  '<img'> I'll try this.


               
               

               
            

Legacy_Shadooow

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« Reply #7 on: August 26, 2014, 03:00:36 pm »


               

if you dont need to reequip another stack, my Low Impact AI should work. This is a new set of AI scripts that will not overwrite anything and will work only for monsters you will configure.



               
               

               
            

Legacy_Blatob

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« Reply #8 on: August 27, 2014, 10:54:36 am »


               

Thanks. It works good - they can now use the darts even if you don't increase the damage. I found out that the regular AI works fine if you add at least one point of damage to the darts, but if they have the melee weapon in inventory, they will switch to it automatically. Now, If I were to increase the damage of the darts even further, it would be more dangerous then shortbow, which would put level 1 PCs in rather tight spot.


 


As your custom AI is concerned it works good. However, is there a way to modify that so they could use the melee weapon in the inventory or when they spend all darts?



               
               

               
            

Legacy_Shadooow

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« Reply #9 on: August 27, 2014, 11:36:06 am »


               


Thanks. It works good - they can now use the darts even if you don't increase the damage. I found out that the regular AI works fine if you add at least one point of damage to the darts, but if they have the melee weapon in inventory, they will switch to it automatically. Now, If I were to increase the damage of the darts even further, it would be more dangerous then shortbow, which would put level 1 PCs in rather tight spot.


 


As your custom AI is concerned it works good. However, is there a way to modify that so they could use the melee weapon in the inventory or when they spend all darts?




is it possible to do but not something I desire as that AI is not intented for your situation, its just a workaround for your issue


 


if you need this kind of functionality you need to choose other options or modify my low ai yourself (which is definitely possible but not easy to do)


               
               

               
            

Legacy_Blatob

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« Reply #10 on: August 27, 2014, 02:38:05 pm »


               

Thank you '<img'>