+MNOTVISIBLE actor flag

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Expand view Topic review: +MNOTVISIBLE actor flag

Re: +MNOTVISIBLE actor flag

by Marisa the Magician » Wed Feb 15, 2023 3:21 pm

It has been renamed to +MVISBLOCKED.

Re: +MNOTVISIBLE actor flag

by Fishytza » Wed Feb 15, 2023 1:39 am

I'm guessing this is now called +VISALWAYSFAIL ?

Re: +MNOTVISIBLE actor flag

by Rachael » Mon Feb 13, 2023 4:57 pm

Ah - okay - I will modify it, then.

Re: +MNOTVISIBLE actor flag

by Matt » Mon Feb 13, 2023 3:08 pm

TIL I need to click on the button instead of Ctrl+Enter in order to pass the invisible captcha.

Anyway thanks for the super quick response though as I mentioned in the GitHub issue making an equivalent to +INVISIBLE would still cause the monster to lose an existing target.

Re: +MNOTVISIBLE actor flag

by Rachael » Mon Feb 13, 2023 1:06 pm

I basically tried to make it work with all RF_INVISIBLE checks on the playsim side, without changing anything on the rendering side. So it should physically work like an +INVISIBLE actor except that it can be seen by the player. If this is incorrect, please feel free to put a PR against my mistake, because I am not sure exactly what part is wrong. :)

Re: +MNOTVISIBLE actor flag

by Marisa the Magician » Mon Feb 13, 2023 12:43 pm

I see this is still affected by the "random chance to be seen anyway" part of CheckSight? Is that intended?

Re: +MNOTVISIBLE actor flag

by Rachael » Mon Feb 13, 2023 12:33 pm

+MNOTVISIBLE actor flag

by Matt » Mon Feb 13, 2023 11:54 am

A flag that, if true, would cause another actor's sight check to always return false.

The use case I've got is here, but I'm sure there are others - camouflage, lighting/disguise stealth tricks, trying to get around shields, etc..

Currently every option either ends up with unwanted physics effects (+nosector) or rendering effects (+invisible) or causes the attacker to change targets (virtually everything else).

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