Hi, I need to spawn monsters in a map that can detect players in the whole map.
I tried to increase the monster range2, and use this custom AI
// Defines various mob AI related settings. (Note 3)
// 0x001: When enabled mobs will update their target cell every few iterations
// (normally they never update their target cell until they reach it while
// chasing)
// 0x002: Makes mob use their "rude attack" skill (usually warping away) if they
// are attacked and they can't attack back regardless of how they were
// attacked (eg: GrimTooth), otherwise, their rude attack" is only activated
// if they can't melee reach the target (eg: sniping)
// 0x004: If not set, mobs that can change target only do so when melee attacked
// (distance player/mob < 3), otherwise mobs may change target and chase
// ranged attackers. This flag also overrides the 'provoke' target.
// 0x008: If set, when a mob loses track of their target, they stop walking
// immediately. Otherwise, they continue to their last target tile. When
// set mobs also scatter as soon as they lose their target. Use this mode
// to make it much harder to mob-train by hiding and collecting them on a
// single spot (ie: GrimTooth training)
// 0x010: If set, mob skills defined for friends will also trigger on themselves.
// 0x020: When set, the monster ai is executed for all monsters in maps that
// have players on them, instead of only for mobs who are in the vicinity
// of players.
// 0x040: When set, when the mob's target changes map, the mob will walk towards
// any npc-warps in it's sight of view (use with mob_warp below)
// 0x100: When set, a mob will pick a random skill from it's list and start from
// that instead of checking skills in orders (when unset, if a mob has too
// many skills, the ones near the end will rarely get selected)
// 0x200: When set, a mob's skill re-use delay will not be applied to all entries of
// the same skill, instead, only to that particular entry (eg: Mob has heal
// on six lines in the mob_skill_db, only the entry that is actually used
// will receive the delay). This will make monsters harder, especially MvPs.
// 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they
// will obey the normal skill range rules.
// Example: 0x140 -> Chase players through warps + use skills in random order.
monster_ai: 0x021
But it didn't work. Tried a lot of source modifications too, without success.
To test, I went to a plain field ( no obstacules ), spawned the monster and walked away with @monsterignore, then I removed the @monsterignore, and they didn't detect me. ( I moved myself to make sure )
I changed my area_size in client.conf so I can see then in a large distance, to make sure that I was in their range.
I don't know even if this is a bug, I'm not sure what I did wrong, but.. I will post here as a request, if anybody can make it work.
Thanks!
@Edit Just want to know how to make it work, then I will create a mapflag for it.
@Edit2
I created a command to move a mob to a determined location, and then I discovered that it won't work on a large distance, so I think that's why large range won't work for agressive mobs too. I will continue with my experiments
Question
Moriarty
Hi, I need to spawn monsters in a map that can detect players in the whole map.
I tried to increase the monster range2, and use this custom AI
To test, I went to a plain field ( no obstacules ), spawned the monster and walked away with @monsterignore, then I removed the @monsterignore, and they didn't detect me. ( I moved myself to make sure )
I changed my area_size in client.conf so I can see then in a large distance, to make sure that I was in their range.
I don't know even if this is a bug, I'm not sure what I did wrong, but.. I will post here as a request, if anybody can make it work.
Thanks!
@Edit
Just want to know how to make it work, then I will create a mapflag for it.
@Edit2
I created a command to move a mob to a determined location, and then I discovered that it won't work on a large distance, so I think that's why large range won't work for agressive mobs too.
I will continue with my experiments
@Edit3
Maybe this?
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