Modification as suggested by taniwha: Make monsters have a 50/50 chance of

staying PO'd at you - Now you'll have even a harder time figuring out where
they are!

Hikaru

M    quake/bringback.qc
This commit is contained in:
Timothy C. McGrath 2007-05-07 15:24:42 +00:00
parent 47c500011e
commit 9f614920bd

View file

@ -46,11 +46,19 @@
spawn_tdeath (self.origin, self); spawn_tdeath (self.origin, self);
spawn_tfog (self.origin); spawn_tfog (self.origin);
//Don't stay angry at everyone. //Don't stay angry at everyone... All of the time. ;)
//Side note. NIL is the same as WORLD. //Side note. NIL is the same as WORLD.
self.enemy = NIL; if (random() < 0.5)
//This HAS TO BE SET HERE, or the creature WILL NOT survive the motion test. {
self.th_walk(); //Not PO'd anymore.
self.enemy = NIL;
self.th_walk();
}
else
{
//Stay PO'd. Player won't know where you are!
self.th_run();
}
//We have to set the origin no matter what kind of creature it is, so the //We have to set the origin no matter what kind of creature it is, so the
//thing becomes solid again. (Maybe, maybe not? Can't hurt anyway...) //thing becomes solid again. (Maybe, maybe not? Can't hurt anyway...)