#Ars Illagers
20 messages · Page 1 of 1 (latest)
alex is working on mage mobs in Ars Elemental but its been shelved for a while now
not sure why, gotta ask alex
they need their tower and unsure on how to handle their AI
they can for sure wreck a player that doesn't use magic but anything is kinda helpless when you can snipe it and incapacitate it
Oh, you mean perception?
I heard that the vanilla AI has a certain range at which they'll attack a player if a line can be traced from one head to the other
.
First off:
would it be possible to make it require the mob to actually see the player instead of just tracing a line between the 2
-# (the idea being to just crank up the perception distance but forcing the mob to spot the player)
Secondly:
could a mob gain hostility from being attacked or just casted upon?
-# that way the player still has an advantage, but the mob can immediately respond
It'd be cool to have hostile humanoid ars mobs
Yeah, I'd love that
No like, they will have to have a cooldown between each projectile fired, but a player will just constantly spam as long as they have mana
I could lower the cooldown but it would be pretty devastating for a casual encounter, lol
- The aggro on damage received should be common to all mobs already?
The mob tries to keep distance from the target, to avoid going melee without a melee attack
Could give them an ESword tho, as fallback for melee
Especially if it has a spell that mostly trap or knock back the enemy so it can keep up with ranged
Or just give it its own mana bar.
Make it run if near empty, and barrage when full
Well...
The issue is that most mobs have an agro range. So they can only be agressive if the player is within range and unobstructed
You could increase this range, but this would also increase the detection range
As for the sword, I suggest you make different illagers, and each gets a different weapon, or else it could be really difficult