BrainBread 2
[HKG]hkwh01 16 Jul, 2020 @ 7:45am
boss behaviour variations
Pick any below for the action of the boss:
1.Walk and then suddenly run to players
2.Get close to player and grab his neck, reduce hp and immobilize him for 3 seconds
3.Pull out a handgun aim/crouch and shoot
4.Pull out a ak47 aim/crouch and shoot
5.Throw grenades
6.Pull out a shield , cover 80% front immune to attack, charge and shield bash

Other suggestion for defensive military AI:
1.Try to move backward/ sometimes jump when zombies/bandits are close by, rather than standing still stupidly.

Hope that's not impossible to program
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1. is already in the game... kind of, Fred does run to you when he gets hit for a large ammount of damage.
2. that kind of seems too complex for the engine, I know immobilizing players is easy on source engine, but not on source multiplayer.
3. there's only one human boss, and he uses an auto shotty and a minigun, usin a pistol is kinda useless.
4. same as before, but in this case, bandits already use ak74s
5. bandits use grenades too
6. that is interesting, it'll add some strategy other than just point and shoot.

About the military ai, I personally don't see them needing any changes, they act as turrets and are not generally that useful, so I believe the just need to guard the spawnpoint and that's it. However I also think that zombies need better mobility, as the seem too static and non threatening.
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