Piccolo
Well-known member
As anyone already figured out a good way of implementing different enemies factions/gangs ?
That is ennemies that are hostile to (and can damage) some others enemies only (and players of course).
I'm preparing a funny gang war level where such a function will be crucial, but I could use this in some other levels too (where there is some wild beasts among humans enemies for exemple).
My only guesses atm is to use an entityvar on each enemies and check it somewhere to filter/reject potential targets (maybe in thinkscript ?) or to completly disable hostile on enemies and use an alternate and custom system to handle AI. But I'll try to avoid the later if possible.
It would be awesome if hostile property worked with some kind of custom header subtypes though.
That is ennemies that are hostile to (and can damage) some others enemies only (and players of course).
I'm preparing a funny gang war level where such a function will be crucial, but I could use this in some other levels too (where there is some wild beasts among humans enemies for exemple).
My only guesses atm is to use an entityvar on each enemies and check it somewhere to filter/reject potential targets (maybe in thinkscript ?) or to completly disable hostile on enemies and use an alternate and custom system to handle AI. But I'll try to avoid the later if possible.
It would be awesome if hostile property worked with some kind of custom header subtypes though.