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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/03/2006 22:10:14
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KohanX
Godlike
Joined: 03/04/2006 13:40:23
Messages: 350
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MonsterController is stock. UT2004RPG is just an add-on. There is no problem. These are not the droids you are looking for.
There's no problem with modifying the MonsterController. Why would there be?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/06/2006 20:52:51
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Kiros72
Joined: 06/09/2006 00:33:22
Messages: 17
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No, that's not what I'm saying. I mean since MonsterController is a stock function, I do not want to modify it. I want to just use UT2004RPG and it's resources to do this - not make another mutator.
Though I might be looking over something... -_-
Remember, I just want this as an add-on ability (like Abilities=Class'KnightedRPG110.AbilityInvisibility'), not another mutator.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/06/2006 23:28:14
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KohanX
Godlike
Joined: 03/04/2006 13:40:23
Messages: 350
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Ah, I think I see. Well, being as how limited it's going to be that way, the best I can think of for the moment is seeing if monsters react to the Invisible Combo at all, and see what you can do to manipulate it.
But also realize, you don't want to change a stock function; you only want to use UT2004RPG's resources. However, think that UT2004RPG itself does major weapon modifications, and those are stock as well. You don't have to reply to this paragraph, just something to think about.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/07/2006 14:38:52
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Kiros72
Joined: 06/09/2006 00:33:22
Messages: 17
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Sadly, I'm pretty confident that neither bots nor monsters act differently to someone using the invisible combo - or the crate combo for that matter.
But also realize, you don't want to change a stock function; you only want to use UT2004RPG's resources. However, think that UT2004RPG itself does major weapon modifications, and those are stock as well.
Yes, I know, but UT2004RPG is actually a mutator. It can override and add on to certain functions because of the nature of mutators. However, DruidsRPG also modifies the weapons - to an extent. This is possible because of the RW classes that already exist, along with the mutator's flexibility for an RPGWeapon. Unfortunately, the weapons are completely different from the monsters and their classes.
As I said before, this is where the problem lies: making monsters react less or not at all to a player standing directly in front of it (while not modifying stock functions or creating a new mutator).
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