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1.5
-AI's with knives will have a small moment of being stunned when their attack is dodged. Giving a window of opportunity to counter and to prevent a vanilla bug where the AI was able to attack with the knife twice instantly right after dodging or doing a judo throw
-Fixed some math errors for AI throwing chance for dogs and jump targets
-Increased number of rabbits allowed to jumpkick per level from 30% to 50%
-Minor tweak to rabbit and rat minimal knife throw distance
1.4.3
-Fixed rat AI from throwing weapons only at extreme close range. They will need to be a bit further back to consider throwing weapons
-Slightly increased rat aggression
-Slightly increased distance that rabbits will throw their knife
species == _rabbit
species == _dog
species == _rat
when its under either those two functions:
bool WantsToJump()
bool WantsToThrowItem()
for example you can remove the "species == _rabbit" under "bool WantsToThrowItem()" to have every character throw a knife
or
remove the "species == _rabbit" under "WantsToJump()" to have every character jump when allowed to do so in combat
//throw at air targets at close range
//rabbits throw knife when hurt
//rats throw any weapon at unaware target after time as passed
//throw weapon while in the air
I can't seem to find the boolean to disable throwing at air targets in the script? the string just doesn't come up period. Can I just insert it and it would work?
Any ideas?
1.4.2
-Fixed AI not attacking while looking at dead bodies
-AI will now be aggressive in a group fight if their target knocked down their current opponent
-Fixed AI stuck in dodge and attack state resulting in AI stating around doing nothing until attacked
-Other minor bug fixes
1.4.1
-Overall group fighting aggression bug fixes and changes
-AI Patients reduced the longer it is waiting while group fighting without contact resulting in more simultaneous attacks. Unless engaged by the player
1.4
-Allowed certain dogs on the level to throw their weapon at a distant targets (In vanilla they will throw their weapons all the time)
-Fixed rats not throwing their weapons
-Added support for Balanced Jump Kicks. All rabbits are now allowed to attempt jump kicks
-Added easier way to disable feature air throwing feature
goto where you steam is installed:
steamapps\workshop\content\25000\1241215386\Data\Scripts
open the file in the folder and find "bool throw_at_air_targets = true"
and set change true to false
The mod has only one file "enemycontrol.as".
Open it, go to the line that says: "bool WantsToThrowItem()"
Comment out everything inside the {} by adding // at the start of every line withinthe brackets
Add "return false;" (without the "" of course) and save
Delete "enemycontrol.as.bytecode" to make sure your changes are being applied, it should be under "...Documents\Wolfire\Overgrowth\ModsDataCache\com-dynamicai\Data\ScriptBytecode\enemycontrol.as.bytecode"
@its a joj
Not really. they will attack less often but are able to block or counter attack more often this is also because they aren't in an attack animation. If they are hurt rabbits are likely to throw their knife or jump kick you if allowed to do.
@DatGameh
Thanks for the idea, I just hopefully I will get around to doing this.
(Not sure how easy it will be to implement, though):
Have a counter that counts how often you do feints.
The more often you feint near/towards them (and their blocks block nothing), the more aggressive the opponent will become or less inclined they are to block.
This will make it so you can bait them into attacking more often and block less.
Once you do block their attack/counter a move, the counter resets/gets reduced (i.e. the enemy realizes what you're trying to do).
Maybe the rate of their aggression increasing could differ based on the 'base-aggression' they started off with. Enemies with high base-aggression will be tricked easily, while enemies with low base-aggression won't be tricked at all.
Just my two cents. I guess this application changes the way feints are used, but probably won't require changing the core character scripts that much. Hope it helps
This was something I was tying to add to the mod at some point but I either couldn't figure out a solution or doing so was too complicated. The feints are very slow even if the AI tries block they will fully recover by the time you can do another attack.
This requires edits to the core character scripts as well. When I can, I will look into what can be done.