Closed GoogleCodeExporter closed 8 years ago
I will test this on my own setup soon.
Original comment by faithful...@gmail.com
on 9 Sep 2010 at 7:40
If your tests prove this as valid, wouldn't it be a good idea to add
"DisableChase" in the "ActorOptions" sub-table and not in the global
configuration? This seems an against-monster behaviour, correct me if i'm wrong.
Original comment by Kusanag...@gmail.com
on 9 Sep 2010 at 6:55
This should be fixed now. I changed the Chase sieve to couple targeting with
range, as opposed to assuming that any allowance (attack or skill) would result
in moving into attack range. Please verify that it's working as intended.
Can you elaborate on why DisableChase should be monster-specific and not global
to the AI? Is there a situation that would show the benefit of this?
Original comment by faithful...@gmail.com
on 17 Sep 2010 at 5:00
If DisableChase is a monster specific option then kiting would be posible,
allowing homunculus to kill for example Geographers without getting close, but
i think that with the update this can be achieved anyways. Thanks
Original comment by Kusanag...@gmail.com
on 17 Sep 2010 at 11:59
Actually, Kiting is one of the planned features that will be part of the
"Chase" logic. If DisableChase is enabled (after it's implemented), then both
kiting and chasing will be turned off. There are a lot of features that I still
need to implement and fix before I feel comfortable implementing kiting.
Is the new revision working better for you?
Original comment by faithful...@gmail.com
on 17 Sep 2010 at 5:49
Haven't checked yet because i'm at work, and this morning when i replied i was
getting ready to come here, i will try it ASAP when i get the chance and i'll
get back to you as soon as i see improvements.
Also regarding the DisableChase / Kiting option; i would like to experiment a
little bit with this before coming with an answer i mean, if i just use the
documentation it says that my homun/merc "will not attempt to move toward
enemies", does that means that if skillsAllowed is enabled it would just
"kite"? then comes the question? why is it a global option? what if i want some
monsters to be "not chased" and some others chased? If this logic is true then
kiting doesn't need too much work because it's already done, correct me if i'm
wrong
Original comment by Kusanag...@gmail.com
on 17 Sep 2010 at 6:38
Kiting is the active movement away from monsters, so it's not quite the same as
DisableChase. I have a prototype for kiting in the code as it is, but it's got
a few kinks in it that I need to work out. Once I do that, I'll commit it. The
code is very messy and will be rewritten once it has more testing done to it...
There will still be an option to use the old chase code as well, but RAIL will
default to using the experimental chase code. I'm hoping this also fixes the
problems with chasing the owner...
Original comment by faithful...@gmail.com
on 18 Sep 2010 at 10:44
Agreed, you can set this issue as Fixed, it works now, i still have that little
idea about DisableChase should be monster specific after testing allowing
skills but not attacks.
I was at Mi Gaos with my homun and a bow mercenary, they both start attacking
and killing a Mi Gao, my homun runs out of SP, so it stops attacking, the
monster gets close and my homun does nothing at all, if DisableChase was
monster specific then my homun would be able to attack once the specified mob
gets close right? however probably a threshold is needed for "it got close" i
don't know, just a thought that perhaps can be added with the Kiting option?
Up to you.
But anyways, set this specifiec issue as Fixed. Thanks again
Original comment by Kusanag...@gmail.com
on 18 Sep 2010 at 2:11
Original issue reported on code.google.com by
Kusanag...@gmail.com
on 6 Sep 2010 at 2:30