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EarthQuake Wicked Sick!
Joined: 02 Apr 2004 Location: Athens, Ohio. Dieblieber gonna getcha!
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Posted: Sun Feb 05, 2012 1:27 am Post subject: Thing_SetGoal ignores "don't chase" parameter. |
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Apparently ZDaemon has supported monster patrols for a while, and it seems to work correctly as far as I can tell, except for the final parameter:
Code: | Thing_SetGoal (tid, goal, delay, dontchasetarget) |
If the "dontchasetarget" argument is non-zero, the monster should be able to attack the player if seen, but shouldn't stop patrolling it's path. Currently, once a player is seen the monster totally stops what's it doing to go after the player.
Tested with b25. Works with ZDoom.
Test map: http://speedy.sh/M62zV/balls.wad
Noclip into the right room (the rest of the map will probably not work) where the demon is, and follow the path into the north room. A script will activate upon entering the room, to make the imp start patrolling between the two patrol points. If it sees you, it will stop patrolling and start pursuing you. The bars will block line of sight, btw. The imp should not follow you anywhere, but may attack you. |
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BestOfTheWorst Unstoppable!
Joined: 02 Jun 2006
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Posted: Sun Feb 05, 2012 2:12 pm Post subject: |
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Moved to feature requests since this extension of Thing_SetGoal doesn't exist in ZDaemon yet. |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Mon Aug 24, 2015 2:52 pm Post subject: |
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This required the implementation of a new actor flag. Here is the related changelog entry: Code: | 3. Implemented a "CHASEGOAL" actor property; monsters with that
flag walks towards their goal instead of their target if a
valid goal is set. The property can be set/read from ACS
(GetProperty/SetProperty/CheckProperty/Thing_SetGoal) or from
dehacked (deh. flag name = "CHASEGOAL"). | It will appear on the next release. |
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Sr69Mm-jC Unstoppable!
Joined: 21 Jul 2011
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Posted: Mon Aug 24, 2015 3:42 pm Post subject: |
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Hmm, is the property named "CHASEGOAL" in ACS too? I mean, obviously it can be named anything since it is a definition for a number anyway, but what I'm trying to say is that all existing actor properties follow "APROP_Name" convention. So perhaps you may want to add a "APROP_ChaseGoal" definition in zdaemon.acs. |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Mon Aug 24, 2015 8:47 pm Post subject: |
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It is following the standard zdoom convention: APROP_ChaseGoal (13); I thought it's already known by ACC. Do we need to add it to zdaemon.acs? |
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Sr69Mm-jC Unstoppable!
Joined: 21 Jul 2011
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Posted: Mon Aug 24, 2015 8:49 pm Post subject: |
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Oh. Right. My bad. It's already there indeed. I had no idea it exists in ZDoom. |
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