Talk:Fleshpound (Killing Floor 2): Difference between revisions

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--[[User:Simplecat|Simplecat]] ([[User talk:Simplecat|talk]]) 23:12, 25 December 2022 (UTC)
--[[User:Simplecat|Simplecat]] ([[User talk:Simplecat|talk]]) 23:12, 25 December 2022 (UTC)
----
Honestly I was not expecting the wiki to be moderated and didnt bother to add an actual source due to laziness, so I do apologize, the following is an extract of the KFAIController_ZedFleshpound.uc file found in the Src/KFGame/Classes folder which if im not mistaken contains all the information about how the AI of the Fleshpound works, and in lines 241 to 258 the following code reads:
/** Overridden to reset frustration when enemy changes */
event bool SetEnemy( Pawn NewEnemy )
{
local bool bNewEnemySet;
bNewEnemySet = super.SetEnemy( NewEnemy );
// If enemy changed, reset frustration related properties
if( bNewEnemySet )
{
`AILog( GetFuncName()$" Just started targeting a new enemy ("$NewEnemy$"), clearing RageFrustrationTimer", 'SeePlayer' );
bSawEnemy = false;
EnableSeePlayer();
RagePlugin.StartRageTimer();
}
return bNewEnemySet;
}
Here is an ingame clip I just made with a friend on the KF-HTC testing map to show it in action: https://streamable.com/an0xhi
Two missed swings, but even if they hit, they wouldnt reset the rage timer, and the clip is 25 seconds long so the fleshpound should have autoraged if there was no aggro swap or the above was false

Revision as of 00:36, 26 December 2022

Regarding edits

This edit by User:Puporonga:

However, it is worth noting that this timer will reset whenever the Fleshpound switches its target to a different player. This means that two different players can indefinitely "juggle" a calm Fleshpound as long as they keep him switching his attention by proximity.

Was rejected due to what i consider a false info. Sorry, i see no evidence of that in the code. From what i see it's only rage ending condition is when all players are out of it's sights for 30 seconds and when it lands a melee hit on a player or another ZEDs. Timer until next rage time does no appear to change based on switching enemies. Pls use this discussion page if you'd like to prove me wrong, which i might be.

--Simplecat (talk) 23:12, 25 December 2022 (UTC)


Honestly I was not expecting the wiki to be moderated and didnt bother to add an actual source due to laziness, so I do apologize, the following is an extract of the KFAIController_ZedFleshpound.uc file found in the Src/KFGame/Classes folder which if im not mistaken contains all the information about how the AI of the Fleshpound works, and in lines 241 to 258 the following code reads:

/** Overridden to reset frustration when enemy changes */ event bool SetEnemy( Pawn NewEnemy ) { local bool bNewEnemySet;

bNewEnemySet = super.SetEnemy( NewEnemy );

// If enemy changed, reset frustration related properties if( bNewEnemySet ) { `AILog( GetFuncName()$" Just started targeting a new enemy ("$NewEnemy$"), clearing RageFrustrationTimer", 'SeePlayer' ); bSawEnemy = false; EnableSeePlayer(); RagePlugin.StartRageTimer(); }

return bNewEnemySet; }

Here is an ingame clip I just made with a friend on the KF-HTC testing map to show it in action: https://streamable.com/an0xhi Two missed swings, but even if they hit, they wouldnt reset the rage timer, and the clip is 25 seconds long so the fleshpound should have autoraged if there was no aggro swap or the above was false