A_JumpIfInTargetLOS
Moderator: GZDoom Developers
A_JumpIfInTargetLOS
Inspired by this, this would jump if the calling actor's target can see the caller. This might be useful for monsters that sneak around when they aren't seen, or some more complex AI like I've been writing.
If it could also be used for a player or weapon on a monster, it could allow for Hexen 2 Katar-style backstabs.
If it could also be used for a player or weapon on a monster, it could allow for Hexen 2 Katar-style backstabs.
Re: A_JumpIfInTargetLOS
Am I right in saying that this would allow something a bit like this?
Re: A_JumpIfInTargetLOS
Yep. That's what I was thinking
. However, the backstabbing for weapons couldn't hurt, either. 
Also, just so we're clear, A_JumpIfInTargetLOS != A_JumpIfTargetInLOS.


Also, just so we're clear, A_JumpIfInTargetLOS != A_JumpIfTargetInLOS.
- David Ferstat
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Re: A_JumpIfInTargetLOS
That's a wonderfully up-to-no-good cat there. On the other hand, what other sort of cat is there? 

- Remmirath
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Re: A_JumpIfInTargetLOS
Nice cat, and the idea sounds useful, as well. 

Re: A_JumpIfInTargetLOS
Ghastly_dragon wrote:Also, just so we're clear, A_JumpIfInTargetLOS != A_JumpIfTargetInLOS.

Re: A_JumpIfInTargetLOS
This might be a bit late... but that was one cool cat, Enjay!
Re: A_JumpIfInTargetLOS
Oh, shoot. I thought it sounded familiar. >.<
Re: A_JumpIfInTargetLOS
But Xuta's topic had been dismissed with an "already in" even though it weren't, actually, already in.Ghastly_dragon wrote:Oh, shoot. I thought it sounded familiar. >.<