02-09-2015, 08:55 AM
(02-09-2015, 08:36 AM)xoft Wrote: I'm afraid this is not possible yet. It would require some form of collaboration with the AI (set the target player to attack / follow), which is missing at this point.
Missing the attack on occasion should be doable - simply have the OnTakeDamage hook lower the damage, or for skeletons, when an arrow is spawned, modify its speed a bit.
How would you propose doing this?
The AI could easily send a cMonster:FollowPlayer(cPlayer) to have it move towards the player.
Depending on ranged/melee attacks a cMonster:AttackPlayer(cPlayer, int) where the int would be the percentage of success (0-100) or something like that.