+NOTONAUTOMAP added to invisible things like dynamic lights

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Expand view Topic review: +NOTONAUTOMAP added to invisible things like dynamic lights

Re: +NOTONAUTOMAP added to invisible things like dynamic lig

by Gez » Mon May 06, 2019 6:13 am

Having pickups showing on the scanner can be useful too, and I'd even argue that obstacles would make sense too.

But yeah, invisible, intangible spots like ambient sounds, spark/particle generators or what Zan mentioned, yeah, those can be done away with.

It could also be useful for some special effect actors like fog clouds or light rays, which tend to result in a mess especially when you enable automap sprites. And speaking of automap sprites, it'd be great if they could be scaled down to the size of their hitbox, because there's nothing like having the automap entirely obscured by high-res trees bordering the outside of the playable area.

Re: +NOTONAUTOMAP added to invisible things like dynamic lig

by XLightningStormL » Mon May 06, 2019 1:59 am

It'd be great simply for any type of thing you don't want to see on the Scanner-ed automap.

The scanner should only be picking up things with the "Monster" flag in the first place anyway.

+NOTONAUTOMAP added to invisible things like dynamic lights

by Zan » Sat May 04, 2019 9:54 am

As the title suggests, wouldn't it make sense for invisible things like dynamic lights, cameras, interpolation points, hate targets and so on to have the +NOTONAUTOMAP flag so that they don't appear when a player uses the scanner powerup?

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