Search found 598 matches

by ant1991331
Fri Sep 17, 2010 4:55 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: new +NOTARGET behaviour for PlayerPawn actors
Replies: 0
Views: 227

new +NOTARGET behaviour for PlayerPawn actors

Hey. Yes, I do indeed like coming out of the blue just to post a request - likely because it belongs here more than on SkullTag. Anyway, I've noticed that +NOTARGET has no effect for PlayerPawns, I'm thinking it should work exactly like the notarget cheat that you enter into the console. I'd find ...
by ant1991331
Thu Sep 16, 2010 4:56 am
Forum: Editing (Archive)
Topic: Patrolling monster issue
Replies: 5
Views: 464

Re: Patrolling monster issue

Bump. I did some testing just recently, and I used that extra parameter in Thing_Hate and set it to 1. It does mostly what I want it to do - they don't leave their goal and still move towards it, and will only attack enemies nearby. But After they've reached their goal, and know of an enemy that is ...
by ant1991331
Thu Aug 12, 2010 7:12 am
Forum: Editing (Archive)
Topic: Patrolling monster issue
Replies: 5
Views: 464

Re: Patrolling monster issue

Ah I see. I didn't see that last argument, so would this mean it would break out of patrolling if it actually sees the target or would it ignore? I guess if it'll ignore I could use A_JumpIfTargetInLOS
by ant1991331
Wed Aug 11, 2010 1:21 am
Forum: Editing (Archive)
Topic: Patrolling monster issue
Replies: 5
Views: 464

Re: Patrolling monster issue

He'll still stop patrolling to attack me. I had thought of using +FRIENDLY while he's patrolling, but then he'd still stop to follow me around.
by ant1991331
Sun Aug 08, 2010 9:15 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A Flag that fixes a 'bug' with +AMBUSH (or deaf) monsters
Replies: 8
Views: 892

Re: A Flag that fixes a 'bug' with +AMBUSH (or deaf) monster

A monster in the same sector as another with AMBUSH on will not allow me to sneak up on him, because he'll already know I'm there. I've managed to make a code that prevents this from happening though. Spawn: NAZ1 A 0 A_GiveInventory("KnifeWeakness",1) NAZ1 A 0 A_JumpIf(args[4] == 2, "SpawnDeaf ...
by ant1991331
Sun Aug 08, 2010 8:42 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A Flag that fixes a 'bug' with +AMBUSH (or deaf) monsters
Replies: 8
Views: 892

Re: A Flag that fixes a 'bug' with +AMBUSH (or deaf) monster

I found LOF_NOSOUNDCHECK for A_LookEx This makes the actor completely deaf, but not quite what I'm after. Although, I could use A_JumpIf(args[4] == 1, "SpawnDeaf") in the Spawn state, and by settings "arg4" in Doom Builder to 1, it will jump. But then, how would he hear that I fire a weapon near him ...
by ant1991331
Sun Aug 08, 2010 7:55 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_FacePointOfOrigin
Replies: 3
Views: 263

Re: A_FacePointOfOrigin

A_FaceDamager would be a better name for this, I think. In the case of an explosion, the monster will be propelled away from the blast - Check the X, Y, Z velocities and transfer them to the spawned gibs. By using the x/y/zmom in the momentum parameters? I think I've tried that before, but it didn ...
by ant1991331
Sun Aug 08, 2010 7:53 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A Flag that fixes a 'bug' with +AMBUSH (or deaf) monsters
Replies: 8
Views: 892

Re: A Flag that fixes a 'bug' with +AMBUSH (or deaf) monster

So, there's a difference between "Deaf" in Doom Builder and +AMBUSH?

If not, then nothing you told me helps at all.

The monster is placed in a the same sector as non-Deaf monsters, and I don't want him to be able to just suddenly know where I am because he's meant to be "deaf".
by ant1991331
Sun Aug 08, 2010 6:45 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_FacePointOfOrigin
Replies: 3
Views: 263

A_FacePointOfOrigin

Works much like A_FaceTarget, except it faces the direction in which the damage came from, or the last place damage came from I can't see any use of this outside of a Death state, but possibly in Pain state as if the monster tries to "shield" itself from the damage of an explosion. Anyway, I've been ...
by ant1991331
Sun Aug 08, 2010 6:40 pm
Forum: Editing (Archive)
Topic: Patrolling monster issue
Replies: 5
Views: 464

Patrolling monster issue

I've been using Thing_SetGoal for a monster of mine and for some reason, like something else I mentioned before, he has a "LOOKALLAROUND" flag automatically, and as soon as you're in his LOS (as in a 360 degree LOS), no matter the distance, he will start chasing you. Is there a way to get around ...
by ant1991331
Sun Aug 08, 2010 6:31 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A Flag that fixes a 'bug' with +AMBUSH (or deaf) monsters
Replies: 8
Views: 892

A Flag that fixes a 'bug' with +AMBUSH (or deaf) monsters

Hey. I've been working on a mod that kind of relies on stealth tactics, but I've noticed that if a Deaf (through Doom Builder) monster is in the same sector as you but can't see you - he obviously won't wake up, but if you try to sneak up on him he'll automatically know you're there. It's like he ...
by ant1991331
Fri May 21, 2010 8:51 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_FireBullets extension
Replies: 12
Views: 1127

Re: A_FireBullets extension

Donut-spread shotguns!
by ant1991331
Thu May 20, 2010 6:51 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Forcing a player into their Pain stste
Replies: 16
Views: 1841

Re: Forcing a player into their Pain stste

Project Dark Fox wrote:
ant1991331 wrote:Anything?
In the whole week you waited to bump again, you didn't test this yourself?
How can I? It's not in ST for me to test on other players.

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