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Hybrid system shock 2
Hybrid system shock 2








hybrid system shock 2 hybrid system shock 2

It works rather well, and without noticeable loss of performance (after some much-needed optimizations). I found a simple way to fix this with a script - I run a timer on every melee enemy to check whether the player is in range (one vector subtraction/rotation, component-wise check) for an attack, and then extend their desired attack range by up to 14x until they actually go through with it. This is particularly noticeable with the Rumbler, who can be easily killed with the wrench and base stats so long as the player continues to backpedal in a circle. A key component of this some error in the AI programming that makes melee enemies unwilling to ever attack a player who is backpedaling, likely because they calculate the player will be out of range by the time the attack goes through (since they must stand still while doing it). If you’ve played SS2 as much as I have, you’ll pick up on strategies that easily neutralize enemies with melee, which eliminates their fear factor and skips the need for skill investment and resource management. System Shock 2 – Scary Monsters AI Enhancement 1.00 Some of it is based on learning new tools for the Dark Engine resource pipeline, some of it is due to exploring NewDark’s capabilities a bit further, and a lot of it is just design ideas fueled by other ImSims and helpful feedback from my players. I’ve made a ton of progress on some interesting features for System Shock 2 lately, spread across a few mods.










Hybrid system shock 2