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"Does the distance one travels from center make one more free to move?"

"No. Freedom has two parts: potential and resolution; as metaphor has two parts: form and interpretation. Of course, the two are intertwined. Metaphor lines the road to freedom, as symbols and words are the bricks and mortar of meaning. Freedom is being the bricoleur, the mason."

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Marathon: Resurrection Forum

Re: Down MADD! Bad MADD! No Biscut!

Posted By: Captain Kewl
Date: 2004.12.18.21.36

In Response To: Down MADD! Bad MADD! No Biscut! (Designator_Hawk)

Straight from memory since it's been like 2 years since I last looked at this stuff...

: 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.

Attitudes should be left alone. I don't think we have major enforcer textures.

: 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?

Reptile means the monster will run straight for an enemy if he sees it. Mammal means he'll follow pathnodes. Human means he'll follow pathnodes and coordinate with team mates and use triggers and stuff. There shouldn't be any need to change this -- they're all set appropriately for each monster. The Orders tag sets which state the monster should want to tend toward.

: 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.

The higher the level difficulty, the greater the probability of the monster's bMajor getting set to true. I think a monster with bMajor=true is the same as just using the Major version of the monster (ie MajorPfhorFighter is a PfhorFighter w/ bMajor=true) -- it's just a placeholder so you can easily see (via skin) which version it'll become ingame.

Triggering a monster will send the monster after the player. Might be helpful to include some pathnodes for it to follow if he's coming from around a corner (take a look at Bigger Guns Nearby).

: 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?

You can change InitialState to control monsters' behavior towards other monsters before they get triggered by seeing or getting attacked by the player. STATE_Normal has them behave normally -- attack enemies when they see any. STATE_Deaf prevents stimulus by noise. STATE_Blind prevents stimulus by vision. STATE_Tommy combines STATE_Deaf and STATE_Blind.

hth.

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