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Should A_FaceTarget affect A_Chase with flags?
Posted: Sat Dec 30, 2017 11:50 am
by ibm5155
By that I mean something like this
TNT1 A 0 A_FaceTarget
MONS A 1 A_Chase("Melee","",CHF_NORANDOMTURN)
the monster should Always walk into the target direction right? but I tested it and the monster just walks in a straight line (with angle = 0 I belive)
Re: Should A_FaceTarget affect A_Chase with flags?
Posted: Sat Dec 30, 2017 11:56 am
by AFADoomer
I assume that you meant "A_FaceTarget", not "FaceTarget"?
Re: Should A_FaceTarget affect A_Chase with flags?
Posted: Sat Dec 30, 2017 12:05 pm
by ibm5155
AFADoomer wrote:I assume that you meant "A_FaceTarget", not "FaceTarget"?
Correct
Re: Should A_FaceTarget affect A_Chase with flags?
Posted: Sat Dec 30, 2017 5:45 pm
by Arctangent
A_Chase does not move the actor forward, but instead uses its own method of determining what direction the actor will move in.
Re: Should A_FaceTarget affect A_Chase with flags?
Posted: Sun Dec 31, 2017 10:53 am
by AFADoomer
Can you post your actor's entire code? There's not enough here to tell what's going on.
Re: Should A_FaceTarget affect A_Chase with flags?
Posted: Tue Jan 02, 2018 7:26 pm
by ibm5155
Here's an example code:
Code: Select all
actor Specimen10_Tracer
{
Monster
Damage 0
+LOOKALLAROUND
-SOLID
+DROPOFF
+FLOORHUGGER
+NOCLIP
Speed 57
Scale 0.2
States
{
Spawn:
TNT1 A 0 NoDelay Thing_ChangeTID(0,3341)
SP10 M 1 Bright A_Look
Loop
See:
TNT1 A 0 A_FaceTarget
SP10 M 1 A_Chase("Melee","",CHF_NORANDOMTURN)
TNT1 A 0 A_FaceTarget
SP10 M 1 A_Chase("Melee","",CHF_NORANDOMTURN)
TNT1 A 0 A_FaceTarget
SP10 N 1 A_Chase("Melee","",CHF_NORANDOMTURN)
TNT1 A 0 A_FaceTarget
SP10 N 1 A_Chase("Melee","",CHF_NORANDOMTURN)
TNT1 A 0 A_FaceTarget
SP10 O 1 A_Chase("Melee","",CHF_NORANDOMTURN)
TNT1 A 0 A_FaceTarget
SP10 O 1 A_Chase("Melee","",CHF_NORANDOMTURN)
TNT1 A 0 A_FaceTarget
SP10 P 1 A_Chase("Melee","",CHF_NORANDOMTURN)
TNT1 A 0 A_FaceTarget
SP10 P 1 A_Chase("Melee","",CHF_NORANDOMTURN)
TNT1 A 0 A_FaceTarget
SP10 Q 1 A_Chase("Melee","",CHF_NORANDOMTURN)
TNT1 A 0 A_FaceTarget
SP10 Q 1 A_Chase("Melee","",CHF_NORANDOMTURN)
TNT1 A 0 A_FaceTarget
SP10 R 1 A_Chase("Melee","",CHF_NORANDOMTURN)
TNT1 A 0 A_FaceTarget
SP10 R 1 A_A_Chase("Melee","",CHF_NORANDOMTURN)
TNT1 A 0 A_FaceTarget
SP10 S 1 A_Chase("Melee","",CHF_NORANDOMTURN)
TNT1 A 0 A_FaceTarget
SP10 S 1 A_Chase("Melee","",CHF_NORANDOMTURN)
Loop
Melee:
SP10 M 0 A_FaceTarget
SP10 M 2 A_CustomMeleeAttack(14,"SNDHIT","","Melee",false)
Goto Death
Death:
TNT1 A 1
Stop
}
}
...
I fixed that by replacing
Code: Select all
SP10 R A_Chase("Melee","",CHF_NORANDOMTURN)
by
Code: Select all
SP10 R 1 A_SkullAttack
TNT1 A 0 A_Stop
TNT1 A 0 A_JumpIfTracerCloser(64.0,"Melee")
But still I feel like A_FaceTarge should actually affect the direction that the monster is going to walk in case the "CHF_NORANDOMTURN" flag is used