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Explanation of the defending monsters glitch

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PostPosted: Thu Nov 24, 2011 9:16 am
PostPost subject:No icon Explanation of the defending monsters glitch
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THIS IS AN EXPLANATION THREAD IT HAS NOTHING TO DO IN THE CODING SECTION THANK YOU

Monsters run away when players attack them with pulse, and remain attacking from distance.

Anytime a monster interacts with another Pawn (monster, player or bot), it performs a series of checks, among which checking whether the other Pawn is weaker or stronger than it.
If the other Pawn is stronger, the monster's CombatStyle property decreases (by a fixed amount), which results in the monster moving away from that Pawn. CombatStyle determines the distance at which a monster feels comfortable for fighting.
CombatStyle never goes up in monsters' code, which means a monster's favorite fighting distance can never reduce.

This was meant to tell wounded monsters to run away when they're about to get killed.

Monsters first compare their health with the other Pawn's. Typically they start to get scared under 225 HP if the player has 350.
However the most evolved monsters also compare weapons.
These monsters are Kralls, Mercenaries, Queens, Skaarjs, and Warlords. Your weapon has no effect on the others, and so the scaring glitch doesn't work.

Weapons have a property called AIRating, for monsters and bots to know how dangerous they are. This property is constant on all weapons, except on Pulse and UT's Minigun (only), where for a weird reason, under one condition the value increases.
This condition is that the owner of the weapon has an Enemy. Even weirder, even players can actually have an Enemy, when a monster hits them.
AIRating never decreases in the weapons' code. The value only resets when the weapon is tossed or destroyed.

Therefore, to increase the AIRating of your weapon you must have an evolved monster perform a strength check on you while your Enemy (generally the last monster that hit you) is still alive.
The AIRating then increases by 50% on each strength check. It can eventually grow up to +INFINITY when it exceeds 3.4 x 10^38. Razz

Monsters most notably perform strength checks everytime they take damage, which means tons of checks under minigun fire. Other events include seeing or hearing new Pawns, detecting projectiles in order to dodge them, initiating an attack or retreat against a Pawn, etc.
As soon as the AIRating of your Pulse gun or Minigun is high enough to make you stronger than the monster, the monster's CombatStyle always decreases by 1.0 on each strength check no matter if the value of AIRating is 10 or 10k or 10 billions.

The most visible consequence of this glitch is seen on bosses when they eventually just shoot without moving anymore.
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