A_Look3 (Only sight check, ignore sound)

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Expand view Topic review: A_Look3 (Only sight check, ignore sound)

by Kate » Wed Oct 03, 2007 4:13 am

Maybe that should be posted as a separate topic, to be able to keep each feature request filed off as separate threads, for the sake of being able to keep track of them more easily.

A small side note: The blue text wasn't me, someone borrowed my computer for miscellaneous reasons (their laptop is broken) and edited the post while I was logged in since I had this open in the background, heh. I'd mark off their forum name but they aren't registered here.

by Skippy » Wed Oct 03, 2007 4:06 am

EDIT: extra feature suggestion moved here.

by Kate » Wed Oct 03, 2007 3:27 am

Actually I was thinking about that, and I'd agree. I just was thinking such because of the separation of pointers like what Strife did, kind of a "it'd be understandable to stay in line with this" thing.

EDIT: "Conformity" is the word you're looking for, Kate.

Strife came long before DECORATE, so they couldn't supply arguments to action functions back then, hence why it's a separate function. They simply needed a way to reference it.

by Graf Zahl » Wed Oct 03, 2007 3:23 am

Better added as a parameter to A_Look.

A_Look3 (Only sight check, ignore sound)

by Kate » Wed Oct 03, 2007 3:20 am

See this post for why I want this primarily, though it would be useful for creating truly deaf monsters.

Currently we have an A_Look2 that can react only to sound and do no LOS calculation, so I'm wondering if it would be possible to do the reverse, and have an A_Look that only processes normal LOS and ignores sound alerting altogether.

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