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Author Topic:   Adding missiles to monsters
Incandescent One
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Posts: 272
From: Great Britain
Registered: Nov 2001

posted 16 December 2001 13:44     Click Here to See the Profile for Incandescent One   Click Here to Email Incandescent One        Reply w/Quote   Visit Incandescent One's Homepage!
I'm wondering how hard is it to add a missile to a monster that doesn't already have it, i've read thru the advanced monster modding tutorial 2, but i'm a long way from advanced yet, can someone try to explain it simply step by step?
What i'm aiming for eventually is to add fire bolt/lightning type missiles to some of my monsters, can anyone help me with this?

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NefariusDX
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Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 16 December 2001 15:46     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
i think adding a missile to a monster that never had one was never done before, since you would need to code a new AI for it.

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Incandescent One
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Posts: 272
From: Great Britain
Registered: Nov 2001

posted 16 December 2001 21:16     Click Here to See the Profile for Incandescent One   Click Here to Email Incandescent One        Reply w/Quote   Visit Incandescent One's Homepage!
Hmmmmm....thanx nef, that probably explains why the tutorial seemed a bit vague to me in that area. So, let's expand on the one's that already have missile capability, how would i go about changing say..... a bighead so that it launches a fireball?

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NefariusDX
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Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 16 December 2001 21:43     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
you should check out my XyRAX mod when its done, i made bloodraven into a necro like enemy using bone spirit and bone spear, the MISSA1, MISSA2, MISSS1, MISSS2, MISSS3, MISSS4, MISSC AND MISSSQ columns in monstats.txt control what missile is loaded from missiles.txt (the missile id number)

A1, A2 etc stand for attack sequence AIs and what missile is loaded for that specific AI, use the missile ID number from missiles.txt (or row number -2) in these slots but make sure they match like bloodraven has two missiles (normal bloodraven arrow and firearrow) A1 is the normal arrow and SQ is the fire arrow (SQ probably for SEQUENCE but im not sure) if you replace the entrys in these slots with 192 and 193 you will make her shoot bone skills, you cannot how ever use slots with 65535 which means NO MISSILE.

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FoxBat
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Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 16 December 2001 22:07     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
Skills/AI aren't neccessary for using missiles, although often monsters do it that way, sometimes having nothing in the MISS columns but the skills create missiles nonetheless. But you can make your monsters cast missiles on melee attack if you want. I have this in mind as a special implementation of raising elemental melee damage with difficulty, just have to find 4 unused missile slots...

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NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 16 December 2001 22:18     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
i knew about the skills part, but changing skills is not made thru monstats.txt, the second one that i can make em cast missiles on melee attack i have tha say
holy**** i didnt know that thx foxbat! this is gonna flavor up some of my monsters.

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Mephansteras
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Posts: 970
From: San Diego, CA USA
Registered: Feb 2001

posted 16 December 2001 22:31     Click Here to See the Profile for Mephansteras   Click Here to Email Mephansteras        Reply w/Quote   Visit Mephansteras's Homepage!
Hmm...so how would you go about adding in missile graphic to a monster that you changed the AI for?

I have some Goblyn assassins (fallen) in my mod that I gave the BigHead AI to. Which works fine except that when they do their ranged attack it's invisible. Still works, but it looks a bit wierd to see them slashing from half a screen away and still hitting you.

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NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 16 December 2001 22:32     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
hmmm i tried to change the MISSA1 column to a missile but didnt have any effect (didnt crash eather) or is there something else to tweak first?,

edit
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how did you switch the AI?, from what i have seen the AIs are locked to monsters.

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[This message has been edited by NefariusDX (edited 16 December 2001).]

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jbouley
Forum Admin.

Posts: 4907
From: Portland, Maine, USA
Registered: Jan 2001

posted 17 December 2001 14:51     Click Here to See the Profile for jbouley   Click Here to Email jbouley        Reply w/Quote   Visit jbouley's Homepage!
quote:
Originally posted by Mephansteras:
Hmm...so how would you go about adding in missile graphic to a monster that you changed the AI for?

I have some Goblyn assassins (fallen) in my mod that I gave the BigHead AI to. Which works fine except that when they do their ranged attack it's invisible. Still works, but it looks a bit wierd to see them slashing from half a screen away and still hitting you.


I encountered something similar when I changed the Big Heads to use different monster animations. The new monster continued to use the big head ranged attack but the missile was invisible. Haven't encountered that with any other monsters.

I simply added knockback in the missiles.txt for the bighead missiles and decided it would be telekinesis. Works nice from the standpoint that you cannot see the missile you need to avoid. Adds an elemental of danger that wasn't there before.

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NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 17 December 2001 20:39     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
i did a similar necro skill for cd2 XyRAX, necro had psy wave attack, i changed teeth into a invisible attack.

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