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Old 06-25-2006, 05:43 AM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
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And that is where invis, sneak and ranged attack come into play. I've got this prototyped on my test server and mobs with their Special Attack 'K' attribute set True will spook instead of aggro when you come within the mobs aggro radius.

I set a mob to run at 1.75 speed when spooked to make sure he could outrun me. In order to catch this mob I could do the following:
  • Use Sneak/Hide/Invis and get close enough to take a swing at the mob or shoot an arrow at it.
  • Use Sneak/Hide/Invis and get close enough to cast on the mob before it spooks out of casting range.
  • Predict the mobs path and get between the mob and it's next waypoint so that it runs towards you when spooked.

It's interesting having to camo up before going out to pull.

At the moment this only causes mobs on grids to run to their next waypoint. I would like to see if I can get them to run in a direction away from the puller off the grid until no longer spooked at which time the mob would return to wandering the grid. This would require something like... hmmm.. fear pathing, so I'll see what evolves with fear pathing to see if I can hook into it at some point.

Keep in mind, the purpose of this feature is to make hunting mobs with this flag more lifelike. Deer hunters don't run through the forest until a deer aggros them and if a deer sees a hunter before that hunter takes a shot at it, that deer is gonna spook and run away.
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Old 06-25-2006, 06:09 AM
fireclav
Sarnak
 
Join Date: Jun 2006
Location: nowhere
Posts: 56
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couldnt u set a bunch of paths it could take and have it randomly choose one so you cant predict where it will go? like give the mob the ability to randomly go left right up down or in a diag direction
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