2010-03-01, 01:00 AM
I will provide some way to directly modify the "header-like" info in the mdo/mdl/cp/txr files via Somimp. However I'm leaning away from Somimp having anything to do with the prf files. Unless it becomes clear they're somehow heavily interrelated.
Afaik the only attractor for the monster AI is the player them self. So if you set something to wonder about independently they're not smart enough to avoid banging into walls... and they will very likely try to walk thru walls to get at the player. There might be some AI collision radius parameter in one of the files somewhere that is separate for monster/npcs own body perimeter. The AI in KF2 seems to have something like this, but it seems to be a lot smarter than Som's (without deploying any unscripted strategies)
It's hard to say whether or not SomEx will eventually be able to peg down loaded enemies and level geometry in memory to the extent you could intelligently extend Som's AI somewhat. I won't rule it out. Once all the file formats are documented I'm going to make a simulator, and then see about adding optional features to that Som will never be able to do.
Afaik the only attractor for the monster AI is the player them self. So if you set something to wonder about independently they're not smart enough to avoid banging into walls... and they will very likely try to walk thru walls to get at the player. There might be some AI collision radius parameter in one of the files somewhere that is separate for monster/npcs own body perimeter. The AI in KF2 seems to have something like this, but it seems to be a lot smarter than Som's (without deploying any unscripted strategies)
It's hard to say whether or not SomEx will eventually be able to peg down loaded enemies and level geometry in memory to the extent you could intelligently extend Som's AI somewhat. I won't rule it out. Once all the file formats are documented I'm going to make a simulator, and then see about adding optional features to that Som will never be able to do.