"
Brained Choice"
sounds like it would be enough for the primary use case of giving custom monsters brained movement; however, I have a couple of questions about how exactly it would work.
* What would it return if there is no brained path -- would it be smart enough to compute the monster's unbrained move (depending on its base type) in that case?
* Would it be correctly fooled by decoys etc? (Note that the second feature hyperme listed could be used to script a custom brained monster that is
not fooled and paths strictly to the player only.)
averagemoe wrote:
I'd like to have my scripts be able to easily tell the difference between whether they can smell an invisible player themselves, or if they're only smelling it through a brain's "nose".
Very easy. Just subtract the monster's coordinates from the player's to check whether the player is within smelling range.
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50th Skywatcher