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Author Topic: Lost Soul AI change  (Read 7100 times)

Klear

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Re: Lost Soul AI change
« Reply #15 on: March 20, 2012, 14:17 »

Great. That's basically what I suggested. Can't wait to see i implemented. If it works ok, that is.
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Arch-Vile Mjr General [24/19/18/8/2] (0.9.9.7)

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Dude... we need to change your forum handle from "Klear" to "Klear Nukem".

skarczew

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Re: Lost Soul AI change
« Reply #16 on: March 20, 2012, 16:27 »

@shark:
Your version is a bit more Doomish :) . Mine was more DoomRLish.

Btw, your version shows the way the Revenant's rockets should work, imo.
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shark20061

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Re: Lost Soul AI change
« Reply #17 on: March 21, 2012, 22:48 »

Well, in any case, maybe you guys can play around with it.  A sample module is attached to this post, so go ahead and see what you think.  For those who want some other possibilities, I've got a single-level episode involving City of Skulls in there too, but you'll have to comment and uncomment some code (and switch the module type to "episode") to get it to work.

Update: Forgot to add in their resistances!  Oops.
« Last Edit: March 22, 2012, 21:58 by shark20061 »
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Simon-v

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Re: Lost Soul AI change
« Reply #18 on: March 30, 2012, 05:18 »

The changes feel fairly interesting, as the souls now have a distinct personality. Thumbs up, shark20061.
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