A_CheckLOS, ACS_GetSight

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Expand view Topic review: A_CheckLOS, ACS_GetSight

Re: A_CheckLOS, ACS_GetSight

by Skippy » Mon Jun 08, 2009 5:07 am

Ah, I see. Sorry for the mix-up. Hell of a lot of A_Jumping going on in this thread. :lol:

Re: A_CheckLOS, ACS_GetSight

by Gez » Mon Jun 08, 2009 5:04 am

Skippy wrote:Am I getting this wrong? It would appear that Gez's assertion that any of these functions checks for the calling actor's visibility to its target is false - none of these seem to do it...
I was referring to another thread which requested A_JumpIfInTargetLOS.

Re: A_CheckLOS, ACS_GetSight

by Skippy » Mon Jun 08, 2009 4:46 am

Thanks for clearing it all up! :D

Re: A_CheckLOS, ACS_GetSight

by Rachael » Mon Jun 08, 2009 4:42 am

Graf Zahl wrote:Happy now? :P
Is anyone ever? :P

Re: A_CheckLOS, ACS_GetSight

by Graf Zahl » Mon Jun 08, 2009 4:37 am

Also added A_JumpIfInTargetLOS. Happy now? :P

Re: A_CheckLOS, ACS_GetSight

by Graf Zahl » Mon Jun 08, 2009 4:31 am

Argh. That happens when functions are unintutively named so that a search doesn't find them. You are correct: The last 2 are indeed the same. BTW, A_JumpIfTargetinLOS was a third party contribution so it wasn't on my radar. And the maintenance mess of the feature suggestions forum also doesn't help.

So I'll remove A_JumpIfTargetInSight again. It has only been there shortly so nobody will miss it! :mrgreen:

Re: A_CheckLOS, ACS_GetSight

by Skippy » Mon Jun 08, 2009 4:21 am

I'm now somewhat confused as to the usage of these functions.

[wiki]A_CheckSight[/wiki] - jumps if the calling actor can be seen by any player.
[wiki]A_JumpIfTargetInLOS[/wiki] - jumps if the calling actor has a target and can see it.
[wiki]A_JumpIfTargetInSight[/wiki] - also, as far as I can tell, jumps if the calling actor has a target and can see it!

Am I getting this wrong? It would appear that Gez's assertion that any of these functions checks for the calling actor's visibility to its target is false - none of these seem to do it...

Re: A_CheckLOS, ACS_GetSight

by Gez » Sat Jun 06, 2009 10:45 am

.

Re: A_CheckLOS, ACS_GetSight

by XutaWoo » Sat Jun 06, 2009 10:31 am

Gez wrote:The other function suggestion would jump if the calling actor can be seen by its target. That's the difference between "target in sight" and "in target's sight". :P
A_JumpIfTargetInLOS sure does suggest that, all right. :P

Re: A_CheckLOS, ACS_GetSight

by Gez » Sat Jun 06, 2009 10:23 am

[wiki]A_JumpIfTargetInSight[/wiki] jumps if the calling actor can see its target (the target is in sight).

The other function suggestion would jump if the calling actor can be seen by its target. That's the difference between "target in sight" and "in target's sight". :P

And finally, there is [wiki]A_CheckSight[/wiki] which jumps if the calling actor can be seen by any player.

Re: A_CheckLOS, ACS_GetSight

by XutaWoo » Sat Jun 06, 2009 10:11 am

What's the difference between this and A_JumpIfTargetInLOS?

Re: A_CheckLOS, ACS_GetSight

by Graf Zahl » Sat Jun 06, 2009 6:24 am

A_JumpIfTargetInSight(state)


It makes no sense to use tids anywhere in here so it only checks the target of the calling actor. That's also the reason why this won't be added to ACS.

Re: A_CheckLOS, ACS_GetSight

by Skippy » Sat Jun 06, 2009 5:54 am

Wow, incredible - thanks Graf! You're on a real killing spree today... :D

Could you explain usage please?

Re: A_CheckLOS, ACS_GetSight

by Graf Zahl » Sat Jun 06, 2009 4:11 am

added

by Risen » Thu Aug 23, 2007 6:21 am

It's best to have one suggestion per thread, so I'm not going to comment on the FOV stuff. That should be discussed elsewhere.

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