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Errors in mutant behavior.

Open MrSeyker opened this issue 3 years ago • 3 comments

I've been messing around with the cut mutants and I've noticed bugs in their behaviors.

The chimera when restored in SOC is fairly accurate with its jump attack by default, but its highly inaccurate in OGSR. I stand still in front of it and it will circle around in big arcs (often getting stuck against geometry while it attempts to find a path), then perform its jump attack and miss repeatedly.

Changing the jump parameters to the COP ones remedies the problem slightly, in that it will at least look in my direction more often, but the monster is still prone to missing either falling short or jumping past by my side. Not even running towards it helps, as it will run away and try to perform a distance jump and fail.

In SOC when you got near it it began a short range melee strike (either a strike with its left claw or a double swipe with both claws). No such animation ever plays here.

The Burer also has a similar problem, not playing its melee animations like in SOC (a swipe with the left hand). In fact it just stands there playing its idle animation when it doesn't attempt to run away from you to perform a gravi or tele attack.

The Controller also has a bugged attack. In SOC, the melee animations were broken, so instead they used a psy aura in short.

In OGSR the psy attack is absent, but they will actually play their two melee strike animations when close.

However, only the second animarion does any damage. The first strike plays but it doesn't do anything despite it being assigned damage values in the config file.

I've also noticed all monsters will rarely play their vocalizations when they are idle. They cycle through their animations, but remain completely silent 90% of the time.

MrSeyker avatar Apr 14 '21 10:04 MrSeyker

The behavior of mutants from the CoP is used here. Somewhere better, somewhere worse, but like that.

For the controller's aura to work, you need to add it to the config:

;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
psy_linear_factor        =    1.0 ;1.5
psy_quadratic_factor    =    0
psy_max_distance        =    25 ;33.0
psy_max_power            =    6.4
psy_sound                =    monsters\controller\controller_presence_l
psy_pp_effector_name    =     postprocess_psi_aura ;psy_antenna
psy_pp_highest_at        =     0.05

[postprocess_psi_aura]
pp_eff_name        = radiation.ppe
pp_eff_cyclic    = 1
pp_eff_overlap  = true
radius_min        = 0.5
radius_max        = 1.1

This, by the way, is written in the wiki.

xrSimpodin avatar Apr 14 '21 10:04 xrSimpodin

Just tested it, but it's honestly a pale comparison to the much more strong effect in SOC (tinted screens, dizzyness, it persisted for a while after the death of the controller rather than stopping immediately).

EDIT:

Damn, the Controller is completely busted. It doesn't have footstep sounds (footsteps seem to be missing in SOC too, maybe the other games too). The engine is asking for the "steps_params" entry, as when I remove it it crashes, but it's not reading any data from it.

MrSeyker avatar Apr 14 '21 23:04 MrSeyker

Reporting also ST2's completely aiming fail for her, if I'm a bit higher. Will not jump at all, looks like can't detect vector or something. Snorks jumps like crazy....

Dushess avatar Aug 23 '21 06:08 Dushess