And I'll find you
Posted: Sun Oct 06, 2019 1:03 pm
Technically this must be adjusted in Networking if needed and... so far works if maps have paths and no navigation crushers targeting DeathMatchPlus. Yes, it's only source-code until will be clarified.
mutate mebot command, the nearest valid enemy (ALIVE and so on) will be set as a seeking target for Hunter pawn. While Pawns are moving around, dynamic beacon will search from time to time nearest pawn announcing if this nearest is reachable and also will inform about new pawn target On-Screen when switching happens. So, in bigger maps route-cache points are shown and hunter is helped to get closer to enemy without wasting time running in Map. If Target-Pawn is dead, mutator will use next closer alive pawn or... will wait. Definitely we are not interested about cadavers without weapons...
This version has... Sprites/Circles which are heading to target pawn. For improvements feel free to contribute and share.
Last idea - not implemented here:
Using a configurable ini file set manually by user if has XC_Engine - not automatically because already too many things are doing... commands.
If bXC whatever is false, mutator will attempt to check first what Navigation is being used. If any game-crusher is found mutator will go self disabled because crashing party is not a goal and logging this reason... or configuring an array with known or future "amazing" navigation classes which are game crushers, in order to not do damage... For JumpSpot walk-through routes I don't have any idea so far and I'm not sure what is doable except fixing that stupid BotPack...
I was playing some DM and it looks like the game is more dynamic as long as you know where to go for hunting opponents.
What's the goal ? At This version has... Sprites/Circles which are heading to target pawn. For improvements feel free to contribute and share.
Last idea - not implemented here:
Using a configurable ini file set manually by user if has XC_Engine - not automatically because already too many things are doing... commands.
If bXC whatever is false, mutator will attempt to check first what Navigation is being used. If any game-crusher is found mutator will go self disabled because crashing party is not a goal and logging this reason... or configuring an array with known or future "amazing" navigation classes which are game crushers, in order to not do damage... For JumpSpot walk-through routes I don't have any idea so far and I'm not sure what is doable except fixing that stupid BotPack...
I was playing some DM and it looks like the game is more dynamic as long as you know where to go for hunting opponents.