Back to the Korax Forum Archives


Forum

About possessed monsters

Sun, 17 Mar 2002 00:41:00

RambOrc

Would it be difficult to implement health vial support for possessed monsters, i.e. when they walk through a health vial and aren't at full health, they pick it up and get healed?
Sun, 17 Mar 2002 02:29:00

Ichor

I don't know if this would work, but the simplest way is to set the MF_PICKUP flag for the possessed monster, then shut it off when you leave. Of course, if the monster dies, the flags are all removed anyway. However, this would allow the possessed monster to pick up everything instead of just the crystal vials. A little tinkering in the P_TouchSpecialThing area could fix that.
Mon, 18 Mar 2002 22:35:00

RambOrc

KMOD2.2. I possessed a fine green bull in the temple of Shadow Wood and it was smashed by the stupid fire traps in the corridor... [img]images/smiles/icon_wink.gif[/img] Also, would it be difficult to make possessed monsters activate things the same way a player would (linedefs, switches)?
Tue, 19 Mar 2002 00:01:00

Ichor

I think it does that already. They just can't use puzzle pieces. The only problem I see is if a monster is too big to fit through a spot that leads to a switch or door.
Tue, 19 Mar 2002 00:14:00

RambOrc

I had the feeling some scripts didn't engage while I was possessing a monster, but I'm not 100% sure.
Tue, 19 Mar 2002 00:41:00

Ichor

It's possible, but I think that some class specific things didn't spawn or occur because the possessed monster does not match any of the normal classes. For instance, a mapspot that only appears for a fighter class might now spawn anything since the possessed monster isn't technically a fighter. Of course, this is only a wild guess, and I really don't know of any class specific mapspots in the Hexen iwad anyway.
Tue, 19 Mar 2002 07:40:00

dj_jl

Yes, that will do the trick. Should I code this? And if so, should it be for kmod 2.2 or for SE?
Tue, 19 Mar 2002 12:14:00

dj_jl

OK, I will code this. Actiavting stuff should work fine. Also possession can't affect things spawned on map because when you possess something they are already spawned.
Tue, 19 Mar 2002 12:57:00

RambOrc

I only know that I was in the temple in Shadow Wood with the mage, and was as far as to kill the majority of critters and activate the linedef that starts the traps in the corridor and raises the stairs. I then possessed a green bull and stomped out the remaining critters with it, then went through the corridor and up the stairs, but was unable to jump into the doorway of the upper floor room, it seemed to me not all stairs have risen. On 2nd thought though, after what you did say, maybe it was only that the doorway was too small and that's why my bull fell to the floor below? Anyway, I fell down, went around, back to the main hall, than back to the trapped corridor to try again, but on the way my bull died (though there were a lot of health vials lying around which could've saved its life, that's why I asked to implement it [img]images/smiles/icon_smile.gif[/img] ). Then I was back in my mage's body, so I tried long enough and succeeded in possessing one of the 2 green bulls in the upstairs room (through the window slit, it's pretty hard). I then tried to hit the switch with this bull, and I'm not sure what exactly happened, at one point I saw that the little elevator was raised, blocking the switch, but I'm not sure whether it was so from the beginning (i.e. a script didn't engage at all) or that I succeeded in hitting it. At any rate, I dropped down (BTW this beats the above theory of the doorway being to small for a bull), but the access to the cave didn't open. I'm not 100% sure but it seems to me something doesn't work with a possessed monster completely the way it does with the player character. While it's not really important to be fixed for KMOD2 where Possession is a fun feature most ppl can't make any real use of, in Scattered Evil it'll be a crucial part of the mage's story and maybe there'll be an artifact that allows possession for other player classes as well. I already have an idea for the outside area of the abandoned mines (oops, I forgot about uploading that map, sorry about that). Imagine monsters patrolling the area and having a camp nearby which you need to infiltrate... you crouch in a small crevice and watch the patrols which go in twos and fours, until you see a single big guy to walk around alone. Possess him, and walk into the monster camp as an officer of theirs... I'm not sure how hard the programming part would be, it sure would need some AI enhancements. Or ambush a 4-monsters patrol, kill the 3 Ettins and possess the Centaur officer... [img]images/smiles/icon_wink.gif[/img]
Tue, 19 Mar 2002 18:51:00

dj_jl

A new binary with possibility for possessed monsters to pick up health vials is up. I will try to find what's wrong with green demons, but, as you say, if it's something too serious, I will leave it for SE. Also AI tweaking will be needed since currently all monsters recognise possessed monster as player.
Tue, 19 Mar 2002 22:33:00

RambOrc

Strange, the other green bull in the room didn't seem to become aware of my green bull being a foe now, I could bite him several times until he started to fight back, and so I could kill a same strong enemy and lose only a small part of my HP in the process.
Thu, 21 Mar 2002 07:10:00

dj_jl

Most likely it already had an enemy to chase (i.e. the player himself). I also checked and found that demons are too fat. Player has radius 16 while demons - 32.

Back to the Korax Forum Archives