[4.2.1] A_Chase skipping to "flags:" doesn't work

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: [4.2.1] A_Chase skipping to "flags:" doesn't work

Re: [4.2.1] A_Chase skipping to "flags:" doesn't work

by Graf Zahl » Thu Oct 10, 2019 4:02 am

Precisely that. The standard case needs special treatment because it cannot be replicated with the other parameters.
Which somehow should have been evident since the defaults for the states are definitely not "Melee" and "Missile" but mere placeholders.

Re: [4.2.1] A_Chase skipping to "flags:" doesn't work

by Blue Shadow » Thu Oct 10, 2019 3:36 am

I think because you're keeping the melee and missile states parameters as defaults, the old, "hardocded" A_Chase is used.

[4.2.1] A_Chase skipping to "flags:" doesn't work

by Matt » Thu Oct 10, 2019 1:59 am

Code: Select all

class blah:demon{
	states{
	melee:
		SARG EFG 6 A_TroopAttack();
	see:
//		SARG AABBCCDD 4 A_Chase("Melee","Melee",CHF_DONTMOVE);
		SARG AABBCCDD 4 A_Chase(flags:CHF_DONTMOVE);
		loop;
	}
}
Expected: monster will look for targets in one place.

Actual: monster will wander about.

If I swap out the commented line instead, it will do the expected thing.

Top