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I noticed that when I was discovered by Grunt, it started chasing me, but it walked... Now walking chasing grunt really isn't scary :/...

Any ideas why? Do they run only if there are pathnodes to follow? Thanks!
From my exprience, when the player walks, the servant_grunt walks aswell.

Once you start running, it will evantually get you.

Dont know if this is was you were needing, but I interpreted this.
There are two different chase stages: Alert and Hunt. Alert means the player has been spotted and the monster is after them. I don't know the exact details, but the hunt stage occurs when the player is a certain distance from the monster while it is alert. When it is in hunt stage, the monster is running, but alert is just an increased walk speed.
Hmm, ok, lemme test it out then later and confirm if it is true, palistov Smile
All of the settings (distance before "Hunt" kicks in, speed increase during "Alert" and "Hunt" stages, monster patrol speed, melee range, vision distance, hearing sensitivity, et cetera) can be changed in ModelEditor if you don't mind saving them as a separate entity (e.g. servant_grunt_blind.ent, which is what I named my very low vision but extremely good hearing monster).
The movement speed of the grunt when he's chasing you depends on your distance from him. If you always keep close to him, it's easy to avoid him cause he'll always walk. When you start getting far away from him, he'll speed up until he's running. That's what I've experienced anyway.
Nice, thanks guys Big Grin!!!
If you have a straight path, you can technically never get hit by a grunt if you just slowly walk forward. But, in game, your initial instinct is to sprint the hell out of there.
(08-22-2011, 06:32 PM)DamnNoHtml Wrote: [ -> ]If you have a straight path, you can technically never get hit by a grunt if you just slowly walk forward. But, in game, your initial instinct is to sprint the hell out of there.
Hm, I'll just take my time, that vagineer will never get to me with that walking speed.
And then someone like me comes along and gives the grunt a walking speed boost so that he's faster than you are, or cuts down his "start to run" range so that he starts running as soon as you're out of melee, so you have to stand right near him and dodge his swings in order to get a second to move away.

...And then I take away the pause in between missed swings.

>:3
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