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by Marziano872 » Tue Apr 12, 2022 4:42 am
Hello,
I propose to add a flag for A_AlertMonsters decorate function to make it consider the z coordinates in the calculation for activation range.
It could be something like A_CheckRange.
This is much needed for maps with variable heights and stealths gameplays.
I have for example problems in multistores buildings or acting near high buildings or structures where monsters on top are activated despite considerable 3d distance.
If a practical solution is already present, please let me know.
thanks
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Marziano872
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- Joined: 24 Mar 2022
by Matt » Tue May 10, 2022 6:56 pm
Does the maxrange variable in A_AlertMonsters already do this? I don't have a map on me with which to check.
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Matt
- Putting the XD into *xdeath since 2007
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- Joined: 04 Jan 2004
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
by Marziano872 » Wed May 11, 2022 8:06 am
Matt wrote:Does the maxrange variable in A_AlertMonsters already do this? I don't have a map on me with which to check.
That's the problem; Maxrange accouts only for XY coordinates, the z axis is not considered.
Just look at the decorate function A_CheckRange that have a specific flag for this.
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Marziano872
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- Joined: 24 Mar 2022
by Matt » Thu May 12, 2022 11:06 pm
This might be worth making a feature suggestion then...
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Matt
- Putting the XD into *xdeath since 2007
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- Joined: 04 Jan 2004
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
by inkoalawetrust » Sun May 15, 2022 6:03 am
This would probably not be easily doable. Looking into how the function works. It's directly tied to how monsters "hear" the sounds of player weapons. So it would probably require an overhaul of monster hearing. Since monster hearing hasn'\t really been touched much in GZDoom. Meaning that it's still effectively all 2D AFAICT.
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inkoalawetrust
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