by Rachael » Tue Oct 09, 2018 4:30 am
Apeirogon wrote:You can use zscript. Check in what sector player is, and if it in sector "some work for lumberjack" set player flag "invisible" to true, else set it to false.
I have a sneaky suspicion that this kind of a hack is not what the OP wants. A solution that does not really fix the actual issue.
When GZDoom handles such things internally, modifying flags is actually a last resort and used only when a solution would be much more complicated without them - normally, though, checks are done against the player state directly in tandem with the player's real flags.
However, @OP: If such a thing is implemented, the creatures chasing the player will lose interest in their target when the player hits such a sector, because in ZDoom the AI will automatically treat a target as dead if it goes invisible. Is this what you really want? It seems to me a better solution would be to have a sector flag which instead dictates that when a player enters it, AI sight checks simply fail instead (similar to REJECT hacking in Vanilla Doom), but monsters would continue their pursuit.
[quote="Apeirogon"]You can use zscript. Check in what sector player is, and if it in sector "some work for lumberjack" set player flag "invisible" to true, else set it to false.[/quote]
I have a sneaky suspicion that this kind of a hack is not what the OP wants. A solution that does not really fix the actual issue.
When GZDoom handles such things internally, modifying flags is actually a last resort and used only when a solution would be much more complicated without them - normally, though, checks are done against the player state directly in tandem with the player's real flags.
However, @OP: If such a thing is implemented, the creatures chasing the player will lose interest in their target when the player hits such a sector, because in ZDoom the AI will automatically treat a target as dead if it goes invisible. Is this what you really want? It seems to me a better solution would be to have a sector flag which instead dictates that when a player enters it, AI sight checks simply fail instead (similar to REJECT hacking in Vanilla Doom), but monsters would continue their pursuit.