Ok...a few quick questions. I've almost got all of the creatures placed in the map, and I'm noticing a few things I could do with a little advice on.
How do you get the Evil MADD to actually do anything? I've tried turning the Attiude to player to ATT_Hate, but the damn things don't seem to respond. I've probably missed something here. How do I get blue enforcers? the enforcerMajor? I guess the texture isn't in yet.
Could you please explain the different intelligence levels in relation to M:R (None, Reptile, Mammal, Human) do they affect performance? Is there ever a need for these to be altered? (apart from shits & giggles) what of the orders tags also?
Do we modify anything for the different skill levels, or does the game engine automaticaly modify difficulty? Does triggering a Monster cause it to become active and hunt out the player? If yes this would make some of the transforms in the game much more true to the origional.
Script things:
MADD need to be tweaked down a bit - usually it takes a handful of passes to kill a PhforEnforcer, not just one. Also: MADD are always active, you'll find that they have wasted your enemies before you get there, is there a switch in the creature menus that I have missed?
I'd also like to commend you on the special effect associated with the MADD drones - very, very cool. And the other creatures are done with more heart and soul than the origional game... my level keeps on wasting me... I must be a little low on practice.
I'd be greatful if someone could lend me a hand with this, I'm unfamiliar with the Marathon system and need a bit of a toe up here. Usually when I programme AI, I aim to make it real smart, and then labotimize it - I never knew how the origional worked so will have to try and emulate the behaviour.
Cheers guys
-Designator Hawk