should I include barney and otis as team based monsters or should I mod then back to be attack all style monsters? Important to note that the way I set them up they will work same as current botman release for deathmatch mods.
monsters.cpp
Code:
BOOL CMBaseMonster :: GetEnemy ( void )
{
edict_t *pNewEnemy;
if ( HasConditions(bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_NEMESIS) )
{
pNewEnemy = BestVisibleEnemy();
// This is a small hack that allows us to have team based monsters.
// How to implement team based monsters hasn't been completely determined
// as of this writing. Ideas include monsters that are for a certain team,
// a config option for each monster, or ??? - bs 11/09/04
if( pNewEnemy->v.team == pev->team & pev->team != 0 ) {
pNewEnemy = NULL;
}
// end team check
if ( pNewEnemy != m_hEnemy && pNewEnemy != NULL)
{
Right now I have barney and otis hard coded to be static teams ie barney is on team 1 and otis on team 2.
I should also note that this hack has an interesting side effect wherein barney/otis will follow teammates but not shoot them. Also barney/otis will shoot back if provoked. This hack allows such that any monster could be modded to be team based. At some point I am thinking I'll create a hgrunt1, hgrunt2 etc for team based equivs there as well.