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Monster Detect Range


Moriarty

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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 :P

@Edit3

 
#define MAX_WALKPATH 32
Maybe this?
Edited by Moriarty
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@Edit3
 
 
#define MAX_WALKPATH 32

Maybe this?

 

maybe, I don't have quite enough test about mob range

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Yeah, I increased it to 90, it kinda work.

With my monster walking command, monsters 50 tiles away from the destination, walked normally. 

Monsters far than that, just got stuck, and when the monster within 50 tiles arrived the destination, all the other monsters walked to the destination super fast ( like @speed 0 ).
I think I'll just make the monster walk two times, set a first and a second location.

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