Title : monster evasion Filename : monsev10.zip Version : 1.0 Date : 9/20/96 Author : Steve C. Clark Email : sclark1@usa.pipeline.com Credits : All QuakeC add-on creators and the QuakeC Documentation Project. Jonathan Avraham for ideas I looted from his lavagun patch. TYPE OF MOD: Dos QuakeC 1.01, no sound or MDLs FORMAT OF MOD: .QC files FOR MATCH TYPE: Single player (unless you have a patch to use monsters in deathmatch). DESCRIPTION OF THE MODIFICATION ------------------------------- Ever want to pump a double load of buckshot into the back of a fleeing grunt? Or watch enforcers scatter as a grenade comes bouncing thier way? Now you can. This is my first attempt to enrich the behavior of Quake's monsters. It gives some of them an evasion capacity which currently activates when a grenade lands nearby or when health has been reduced to 20 or less. In such a case, the monster will attempt to flee the threat. It can enact minor course corrections towards this end. Once it comes solidly up against a barrier it will return to the fray (in strafing mode if it is a grunt, enforcer, shambler, or hellknight). Ogres behave substantially differently, insofar as they will not run over thier own grenades (doh!) nearly as often. By the way, shalraths now hurl smoking, homing, *splashing* lavaballs instead of homing missile-spikes. It makes for a quieter but (I feel) more visually appealing combat. If you don't like it, just replace the included SHALRATH.QC with an unmodified one. HOT TO INSTALL THE MODIFICATION ------------------------------- Nothing out of the ordinary. Copy all of QuakeC's .QC files, along with the compiler and it's attendant files, into a directory together. Copy the Monster Evasion .QC files into that directory, overwriting the originals. Then recompile(I use QCCDOS) and copy the resulting progs.dat file into a new directory off of your quake directory (C:\QUAKE\MONSEV, for example). Start Quake using the -game and the directory name (QUAKE -GAME MONSEV). ECT. (BLAH-deBLAH-deBLAH-deBLAH) ----------------------------------- The .QC files are commented. Just search for "SCC". Everywhere it appears, it marks my own comments. The evasion function in AI.QC is the most extensively commented and should give you the basics of what is going on. Please let me know of any bugs or ideas for improvements, as I hope to further develope the monster AI. If you want to improve upon my modifications yourself or include them in your own mods, please feel free. I would enjoy hearing about it. "self.crit" is the value below which health must drop before a monster will evade it's attacker. If you want other monsters (besides those included) to evade you, just put the line "self.crit = n;" after the existing line "self.health = o;" within that monster's .QC file before compiling. "n" is the value below which health must drop, and "o" is the monster's original health. You can thereby make knights, wizards, fiends, shalraths or zombies evade attackers. However, shalraths and zombies are really too slow for this to look good. Tarbabies seem to outright ignore this code. If you feel this mod makes the game too easy, you can of course simply increase each monster's original health by an amount equal to self.crit.. Hope you enjoy it.