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Last visit was: Wed Nov 27, 2024 6:30 am |
It is currently Wed Nov 27, 2024 6:30 am
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ANDREI additional monsters: how it (should) works
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CombatEnforcer
Joined: Tue May 11, 2010 4:05 pm Posts: 25
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Re: ANDREI additional monsters: how it (should) works
Hmm, yes, because I think the default enemy distribution were put there in conjunction with how the game was made.
Or even, perhaps that value of (whether half the origional enemies spawn locations should remain the same) could be dynamic or randomised between some values (apart from a value where there aren't any in the origional positions, like perhaps a minimum cap of 20%).
Allthough, those random enemies won't have paths or could not operate the map unless they are scripted to do so (like if there's an alarm in one map, somehow that alarm has some kind of 'flag' which any enemy understands, regardless of whether or not they are pre-triggered to do it).
By the way, I got that bug a second time, but this time however the enemies seemed to be invisible, because at first they were spawning inside me, then after they died, I continued to take damage as if i were being shot by something around me, and was eventually killed by an invisible machinegun soldier.
Edit: Infact this keeps on happening on the Installation, I have been killed by invisible spawning enemies 3 times now; all in the same spot, in the entry lift at the start of the installation.
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Sat Jun 05, 2010 8:26 am |
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xRDVx
Joined: Wed Oct 01, 2008 6:21 pm Posts: 322
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Re: ANDREI additional monsters: how it (should) works
Combat: and that's why we need triggers and less monsters <.<
_________________ Someone told me this couldn't be done... Now I know that he was wrong... Still I don't remeber what! I really need to follow that "thing" I so call friend.
xRDVx wrote: "Humans can dream... and so do I." mik1 wrote: "i like boys"
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Sat Jun 05, 2010 2:41 pm |
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CombatEnforcer
Joined: Tue May 11, 2010 4:05 pm Posts: 25
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Re: ANDREI additional monsters: how it (should) works
That wasn't because of the quantity of monsters, that was because they were spawning inside me.
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Sun Jun 06, 2010 12:30 am |
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xRDVx
Joined: Wed Oct 01, 2008 6:21 pm Posts: 322
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Re: ANDREI additional monsters: how it (should) works
because there are too much, the engine breaks and that happens
_________________ Someone told me this couldn't be done... Now I know that he was wrong... Still I don't remeber what! I really need to follow that "thing" I so call friend.
xRDVx wrote: "Humans can dream... and so do I." mik1 wrote: "i like boys"
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Sun Jun 06, 2010 11:15 am |
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mik1
Joined: Fri Aug 31, 2007 12:06 pm Posts: 165
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Re: ANDREI additional monsters: how it (should) works
xRDVx wrote: because there are too much, the engine breaks and that happens ok i think its already told how this hapens but the mosters spawn ONLY when you re-visit the map. so id like to know why does it not happen of first time (example after extra level)
_________________ Playing: Vido gams xRDVx wrote: "Put oil in your hands and your hands around his wiener"
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Mon Jun 07, 2010 1:04 pm |
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xRDVx
Joined: Wed Oct 01, 2008 6:21 pm Posts: 322
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Re: ANDREI additional monsters: how it (should) works
Mik1: You ever noticed that sometimes you need to triger something on other map to then be able to do something on ANOTHER one?, Is the same... <.<
_________________ Someone told me this couldn't be done... Now I know that he was wrong... Still I don't remeber what! I really need to follow that "thing" I so call friend.
xRDVx wrote: "Humans can dream... and so do I." mik1 wrote: "i like boys"
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Thu Jun 10, 2010 11:48 am |
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