A_JumpIfCantSeePlayer(distance, [chance])

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Expand view Topic review: A_JumpIfCantSeePlayer(distance, [chance])

by ant1991331 » Mon Jul 25, 2005 4:59 am

I like this idea, but.....shouldnt it be A_JumpIfCantSeeTarget? It makes more sense, because it won't have any effect on Friendly monsters exept if your out of thier sight, they would do other things that you dont want them to....

A_JumpIfCantSeePlayer(distance, [chance])

by Caligari87 » Thu Jul 21, 2005 10:43 am

Wow, that's a *bleep* title.

Anyway, I was thinking about a new flag for monsters AND/OR weapons that allows checking for whether or not the monster can see the player.

Example: A_JumpIfCantSeePlayer(distance, [chance])

So, if this is implemented (with a chance calculation), "forgetful" monsters could become a reality. This is like the inverse of A_CheckSight.

I'd like to see some form of this also extended to weapons so that a player can quickly kill a monster that can't see him (I.E. Haloguns2.wad, melee from behind=instant kill)

8-)

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