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So i heard that doom3 enemies can climb walls


i30817

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Guards jumping up tables :)

Guards, yes, no problem.

are you aware of the fact that guards are wearing armor, I know it's a game but ...

 

the only thing that would be nice would be if light armored guards would be able to climb ladders

 

I don't see any good about wall-walking spiders, especially as most FM's don't use them (what I appreciate)

Edited by Obsttorte

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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are you aware of the fact that guards are wearing armor, I know it's a game but ...

Good point. On a slightly different but connected note, I do have a slight issue with the thing of alerted guards spending the game with their swords drawn - those things are heavy, y'know - but it's really more a whinge that (if they're helmeted) I can't ever knock 'em out :angry:

 

My objection to undead climbing onto tables is that tables are my favourite means of defence & attack against em -

get onto one where they can't reach you, then inch/lean forward with the sword and whack em good

 

 

What were we talking about again? Oh yeah. Wall climbing AI. Can't really see the point personally, but happy to be proved wrong. Given I have a concept for an AI you can't see but can only hear, I'm not in a position to dismiss other people's ideas :P .

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are you aware of the fact that guards are wearing armor, I know it's a game but ...

So? They already run in it. Forever actually.

 

Wall climbing would make the spiders actually scary (instead of a arrow target nuisance) because you'd actually not see them many times. Just imagine the oh shit moment when you enter a room and hear a 'shsshhshshskk' from the top of your head.

 

Still, my idea for implementation with minimum effort is cratered (recast doesn't actually allow wall walking), but recast would still work for guards that are more agile (i guess it could work even for guards that can climb ropes since recast can add path nodes to the generated map at runtime i think); which would be nice for a thief enemy.

Edited by i30817
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are you aware of the fact that guards are wearing armor

So? They already run in it.

^_^ Good point either.

 

Possible wall-climbing creatures like spiders only appear in a low amount of maps so far, so this is as mostly a matter of time effort vs. gained benefit. If it would be an easy way to implement it, it would add a good feature, of course. But beneath the time effort I see some other possible problems here:

 

- You have to be aware that such code changes doesn't affect the AI pathfinding in a negative way

- For AI climbing ropes e.g.: As there is no multi-core support so far there already seems to be a harsh limit due to AI (I remember someone wrote that more than eight AI or so in an area already cause enourmous performance problems). By enhancing their abilities you may increase this problem.

- Especially for the latter you have to keep in mind the impact on gameplay. One side is that this could make things difficult for mappers (as they have to keep the AI capabilities in view), on the other hand such changes may cause problems with older maps.

 

Just imagine the oh shit moment when you enter a room and hear a 'shsshhshshskk' from the top of your head.

 

IMO such things can be scripted. But as always ... just my two cents. :rolleyes:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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