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Re: Ask a simple question, get a simple answer
Posted: Tue Nov 15, 2016 9:37 pm
by Isaac
Probably setting the AI to 'Guard'.
Re: Ask a simple question, get a simple answer
Posted: Tue Nov 15, 2016 9:50 pm
by minmay
BrainComponent:pursuit() just finds a path to the party and makes the first move or turn along that path. I don't know what you're trying to do with the spell, but I seriously doubt BrainComponent:pursuit() is what you want.
Re: Ask a simple question, get a simple answer
Posted: Tue Nov 15, 2016 10:04 pm
by Isaac
edit: removed script
There is an easier way than the monsterAction I posted... Just set the AI to default if it was set to guard.
**Or did I miss something about your post... Is it not [just?] about getting the viper_root to attack?
Re: Ask a simple question, get a simple answer
Posted: Tue Nov 15, 2016 10:05 pm
by AndakRainor
The same behavior as when a monster is damaged by a champion with a projectile and a tiledamager. Drain life bolt has no tiledamager component. What you say about pursuit being one step only is odd, so far using pursuit has always made other monsters continue to follow the party. But maybe the first step has always been enough for the monster to detect the party.
Re: Ask a simple question, get a simple answer
Posted: Tue Nov 15, 2016 10:19 pm
by minmay
Ah. Quite a bit happens when a monster is damaged, and absolutely none of it is BrainComponent:pursuit(), I'm afraid.
- Their AI becomes a little more aggressive for 10 game seconds as measured by Time.currentTime()
- They call the MonsterComponent.onBloodied hook if their health fell below 0.25 from the damage
- They check morale and maybe flee
Re: Ask a simple question, get a simple answer
Posted: Tue Nov 15, 2016 10:30 pm
by AndakRainor
@Minmay: also MonsterComponent:setAIState("default") when damaged I suppose?
@Isaac: yes, and I think it is better to fix the spell definition than modifying monsters definitions. It will keep the spell pack easier to share
Re: Ask a simple question, get a simple answer
Posted: Tue Nov 15, 2016 11:53 pm
by minmay
AndakRainor wrote:@Minmay: also MonsterComponent:setAIState("default") when damaged I suppose?
Effectively, yes.
Re: Ask a simple question, get a simple answer
Posted: Wed Nov 16, 2016 10:53 am
by akroma222
Just quickly - while on the topic of Viper Roots chasing the party - I will link to CainOrdamoth's thread:
viewtopic.php?f=22&t=14541
where Zimber defines a Viper Root that can chase the party across elevations
Re: Ask a simple question, get a simple answer
Posted: Wed Nov 16, 2016 10:58 am
by kelly1111
Is there such a thing as an inside heightmap / height elevation. I mean how do you define it say for instance the mine tileset?
Re: Ask a simple question, get a simple answer
Posted: Wed Nov 16, 2016 3:32 pm
by Isaac
kelly1111 wrote:Is there such a thing as an inside heightmap / height elevation. I mean how do you define it say for instance the mine tileset?
It can be done, but most of the tile-sets (I think all of them) have problems connecting seamlesly in places influenced by the heightmap. This usually leaves holes that would need patched with custom placed [if not custom designed] mesh models, to hide the mismatching seams.
Even the forest tile set has this problem where elevation ledges exist in the influence of a heightmap.