Maes
I like big butts!

Posts: 8658
Registered: 07-06 |
AFAIK monsters can "lock in" to a specific THING as their target, and always home for its exact X,Y,Z coordinates, even if they appear to be wandering aimlessly, and even if the target moves.
In order to do an "area investigation", as you put it, the monster would have to be headed to the location where the sound was generated (even if the cause of the sound has moved), and not actively follow the player by tracking his map position (like they normally do).
This can't be done unless you use a modified state that causes the monster to "hunt" this fixed, "sound generated" position instead of the player.
A way to do that would be to spawn an invisible "sound decoy" object at the position of the player whenever a monster is alerted by hearing alone (not by visual contact), and have the monsters home into that object instead of the player's actual position.
Of course different monsters may be investigating different sound sources at the same time. Once the source is found however, if the player has moved and is not visible, the monsters should revert to either a dormant or an "aimless wander" state, without actually having the player as a target.
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