Search found 598 matches
- 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 ...
- 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 ...
- 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
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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".
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".
- 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 ...
- 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 ...
- 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 ...
- Fri May 21, 2010 9:07 pm
- 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
It didn't work 

- 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!
- 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
How can I? It's not in ST for me to test on other players.Project Dark Fox wrote:In the whole week you waited to bump again, you didn't test this yourself?ant1991331 wrote:Anything?
- Wed May 12, 2010 10:23 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Forcing a player into their Pain stste
- Replies: 16
- Views: 1841