bofu Posted October 10, 2023 I've been playing around with source code lately and have made a few of my own custom DEHACKED code pointers, nad though I'm not much of a programmer, I've been able to do things like add MBF21-style conditional Jump codepointers that do things like check if a caller's target is within a certain height of them, a generic moving codepointer that won't randomly jump to attack sequences, and a crude, parametrized version of VileAttack. I've also played around with adding additional flags, including a generic all-purpose flag that can be used as an actor-specific logic switch in MBF21, though I lack the programming knowledge to really iron it out without disturbing other code. But this experimentation has gotten me thinking: what are the odds that we get an extension to the MBF21 spec (whether it's a new complevel or just a suite of additional non-obtrusive features that don't mess up any demos — if the new codepointers aren't already being called somehow, you'd think that would be given as long as they're kept isolated) that gets adopted by the source ports currently supporting MBF21, and if we were to do so, what specific (but realistic) functionality would you most likely to see? 1 Quote Share this post Link to post
Uni Musuotankarep Posted October 27, 2023 Now this is quite fascinating! As for functionality I want to have, it's mainly more movement codepointers that allow for strafing and jumping, wandering randomly in circles, charging in a straight line, and backpedaling for when a ranged monster doesn't want to perform a melee attack. Though there should also be parenting things to other things, ambient noises that either loop or play randomly selected sounds, and perhaps even a way to have a monster block melee attacks. 1 Quote Share this post Link to post
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