Using Hate to mimic threat generation.
Posted: Mon Jan 13, 2014 7:05 pm
Okay, I'm aware this is at least somewhat possible through building a hierarchical logic table in ACS, but I'm wondering if the following can be done to mimic threat generation in MMO's:
1. Can the hate be assigned by using a hate_target inventory item to cause the monster to attack the player holding the item or the most of those items?
2. Does hate have any inherent characteristics regarding the player who did the most damage to it or just the player who last shot it?
3. Does hate override itself if it is called again? Meaning if a new target is hated does the old target lose hate or is it hierarchically or chronologically arranged? (I'm assuming the answer is no to both.)
4. How would I get a monster to call the "threat" script individually as opposed to as a group and vice versa?
1. Can the hate be assigned by using a hate_target inventory item to cause the monster to attack the player holding the item or the most of those items?
2. Does hate have any inherent characteristics regarding the player who did the most damage to it or just the player who last shot it?
3. Does hate override itself if it is called again? Meaning if a new target is hated does the old target lose hate or is it hierarchically or chronologically arranged? (I'm assuming the answer is no to both.)
4. How would I get a monster to call the "threat" script individually as opposed to as a group and vice versa?