by EvilGrins » Thu Nov 10, 2011 4:08 am
So my first little experiment putting Reavers from Spatial Fear onto my favorite test map went pretty okay. Did run into one little problem though, which may be a factor for all of these new monsters. They use a pheromone actor, a scent marker attached to the main player of that game, so the creatures can track you down when you're playing.
So far as I know, not a factor of standard ut99 play.
The Reavers are pretty tough, especially in a herd. Thing is, they won't attack you without you getting close enough to provoke them. After provoked a number of them will hunt you down... but otherwise they basically just sit where they are and occasionally move amongst themselves.
I just found this interesting. I haven't tested the other classes of Reavers, or the other monsters, as yet.
//=============================================================================
// Spatial Fear
// Name: SFPheromone
// Description: A simple actor that represents a scent mark, constantly generated
// by the main actor Jael during gameplay. These marks are used by
// "smell enabled" scripted pawns, to track the player by scent.
//
// Author: Markus Nuebel
//=============================================================================
class SFPheromone extends Actor;
var float m_fImportance; // Private: How important this pheromone is: Between 0.0 and 1.0
var Actor m_actInstigator; // Private: Source of scent
function PostBeginPlay()
{
Velocity = (Vector(Rotation) + VRand()) * (80 * FRand() + 20);
// Velocity.z += 18;
// Call to base class
Super.PostBeginPlay();
}
simulated function Tick( float DeltaTime )
{
if ( Level.NetMode != NM_DedicatedServer )
{
m_fImportance = LifeSpan / Default.LifeSpan;
ScaleGlow = Lifespan;
AmbientGlow = ScaleGlow * 255;
DrawScale = 4*m_fImportance;
}
// Call to base class
Super.Tick(DeltaTime);
}