I tweaked all to Brain-Numan in some versions and I've done this for a reason. Imagine a lava river or some acid zone between you and some pupaes. Now come closer to be detected. Look at them how are jumping very fast and falling in a lame suicide. With more Brain this isn't really happening very often, but this won't solve their issues in finding paths. (are too small and won't collide pathnodes using normal locomotion). About monsters ? Eh, I can answer to a few questions based on my knowledge learned from a few web pages which are currently dead.EvilGrins wrote:Most all the monsters in UT are set to "Brains-Human" but I switch them to one of the other 5 choices, usually "Brains-Reptile" which makes them slightly more aggressive.
A monster might have some fear sometimes by player. Even with this fear they can fight (monsters with brain Human especially) with aggresivity once reached at Home - more exactly HOMEBASE described in a tutorial with "?" sign. Yeah, a smart one has no ideea how to set it up. This HomeBase is a NavigationPoint can be a part of path-net. The Tag can be any string, monsters with the same Tag if are strongly wounded will run here, at HomeBase (Skaarj, Slith, Krall, Mercs) all with travel feature. Once reached home they don't have fear any more, will fight until last breath. Nobody saw this ? Good, because in the most of MH maps nobody made a Monster Support even in 12 years of UT, heck. Exist other combination that can be used. Monsters spawned from a factory might have an order like "Ambushing". You have to set for OrderTag a string. Later, you can add an ambushpoint with the same tag - Triggered monsters will run to Ambushpoint to ambush players. Also monster spawned later from these factories might have a Tag, and guess, HomeBase tag to set their HomeBase correctly. So, if you place their HomeBase in the middle of players (defence position) they will come at player even they are affraid because they are just runing at HomeBase looking like they are attacking. Monsters very far (which cannot see a player) in map can be triggered under a DistanceViewTrigger (as Zacman said in a forum - but a Big One) I checked this and I found the right way to deal with such things. DistanceViewTrigger can be activated with a normal trigger (but very big - covering player area) 1) (set with OtherTriggerToggles) which is turned on and off (to avoid some blocking) each 2 seconds or a bit less by a TimedTrigger 2). Results are as follows: trigger 1) will be active and inactive faster making monsters to see temporary the player and to start hunting them or to follow their order. Later is turned off for 1 second and back ON for next monsters. Toggling like this you might keep their attack. The only problem is to not spawn them too much because they don't have the function "GiveWay" like Bots and might remain Blocked in path. And all these are just a few basics quite efficient to develop a kind of Monster Hunting. Studying these things intensively, anybody can find different solutions, but the most of people know BlockMonsters and spaming. Well: Good luck, dudes !