Using Hate to mimic threat generation.

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Spottswoode
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Using Hate to mimic threat generation.

#1

Post by Spottswoode » 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?
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Ænima
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RE: Using Hate to mimic threat generation.

#2

Post by Ænima » Mon Jan 13, 2014 7:51 pm

I've pondered most of those things myself actually. Even non-ACS-assigned hate is confusing. But I think generally, in vanilla a monster hates the thing that sent it to its most recent painstate. Also supported by the fact that if you turn on NOTARGET you can shoot a monster but it won't turn to fight you until you make it go to its Pain state.
Last edited by Ænima on Mon Jan 13, 2014 7:51 pm, edited 1 time in total.
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Klofkac
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RE: Using Hate to mimic threat generation.

#3

Post by Klofkac » Mon Jan 13, 2014 7:56 pm

As far I know, the ACS thing_hate can turn off later changing of target when shot by someone else.
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RE: Using Hate to mimic threat generation.

#4

Post by Spottswoode » Tue Jan 21, 2014 3:19 am

Ænima wrote: I've pondered most of those things myself actually. Even non-ACS-assigned hate is confusing. But I think generally, in vanilla a monster hates the thing that sent it to its most recent painstate. Also supported by the fact that if you turn on NOTARGET you can shoot a monster but it won't turn to fight you until you make it go to its Pain state.
Confirm on painstate. However, you can script the pain state to retain the target. So, yeah it can be made to resemble threat. I'll build a testing script and upload it as soon as I have the time.
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