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Thing_SetGoal ignores "don't chase" parameter.

 
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EarthQuake
Wicked Sick!


Joined: 02 Apr 2004
Location: Athens, Ohio. Dieblieber gonna getcha!

PostPosted: Sun Feb 05, 2012 1:27 am    Post subject: Thing_SetGoal ignores "don't chase" parameter. Reply with quote

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

PostPosted: Sun Feb 05, 2012 2:12 pm    Post subject: Reply with quote

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

PostPosted: Mon Aug 24, 2015 2:52 pm    Post subject: Reply with quote

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

PostPosted: Mon Aug 24, 2015 3:42 pm    Post subject: Reply with quote

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

PostPosted: Mon Aug 24, 2015 8:47 pm    Post subject: Reply with quote

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

PostPosted: Mon Aug 24, 2015 8:49 pm    Post subject: Reply with quote

Oh. Right. My bad. It's already there indeed. I had no idea it exists in ZDoom.
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