[Done] A_chase2

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A_chase2

Postby skadoomer » Fri Mar 18, 2005 9:15 pm

Would it be possible to add the wondering codepointer for strifes pheasent into decorate? I'm having a hard time trying to find an alternitive meathod of making actors wonder my levels aimlessly.
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Postby Xaser » Fri Mar 18, 2005 9:44 pm

This command has been added in .96. It's called A_Wander, and it's the same one those peasants use to walk around the place.
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Postby skadoomer » Fri Mar 18, 2005 10:03 pm

Thanks. See below post.
Last edited by skadoomer on Sat Mar 19, 2005 3:52 am, edited 1 time in total.
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Postby skadoomer » Sat Mar 19, 2005 3:52 am

Hmm, there seems to be a lack of information on the wiki, so i need more information on making this work. Curently Zdoom bombs when i try to add it into decorte file saying "invalid state parameter". I tried using A_look2 in the spawn frame, but that dosn't seem to be working either. Here is my decorate file:
Code: Select allExpand view
ACTOR ZombieMan 3004
{
   Health 20
   Radius 20
   Height 56
   Speed 8
   PainChance 200
   MONSTER
   +FLOORCLIP
   //SeeSound "grunt/sight"
   //AttackSound "grunt/attack"
   //PainSound "grunt/pain"
   //DeathSound "grunt/death"
   //ActiveSound "grunt/active"
   Obituary "%o was killed by a zombieman."
   //DropItem Clip
   States
   {
   Spawn:
       POSS AB 10 A_Look2 //A_Look
       Loop
   See:
       POSS AABBCCDD 4 A_Wander //A_Chase
       Loop
   Missile:
       POSS E 10 A_FaceTarget
       POSS F 8 A_PosAttack
       POSS E 8
       Goto See
   Pain:
       POSS G 3
       POSS G 3 A_Pain
       Goto See
   Death:
       POSS H 5
       POSS I 5 A_Scream
       POSS J 5 A_Fall
       POSS K 5
       POSS L -1
       Stop
   XDeath:
       POSS M 5
       POSS N 5 A_XScream
       POSS O 5 A_Fall
       POSS PQRST 5
       POSS U -1
       Stop
   Raise:
       POSS KJIH 5
       Goto See
   }
}


Anyone know what this is about?
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Postby Graf Zahl » Sat Mar 19, 2005 5:03 am

A_Wander is not in .96 but only in the new code waiting to be added to the next version. You have to use the EXE from the 'christmas present' thread.


Anyway, it wouldn't work as you did it. A_Look2 requires very explicit state definitions because it randomly jumps to the 4 states following its call.

It should look like this:

Code: Select allExpand view
   States
   {
   Spawn:
      HMN1 P 5 A_Look2
      Loop
      HMN1 Q 8
      Loop
      HMN1 R 8
      Loop
      HMN1 ABCDABCD 6 A_Wander
      Loop
   See:
      HMN1 AABBCCDD 3 A_Chase
      Loop


(taken from Strife's rebel.)

Full documentation will be available as soon as it becomes official.
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Postby skadoomer » Sat Mar 19, 2005 5:59 pm

Graf Zahl wrote:It should look like this:

Code: Select allExpand view
   States
   {
   Spawn:
      HMN1 P 5 A_Look2
      Loop
      HMN1 Q 8
      Loop
      HMN1 R 8
      Loop
      HMN1 ABCDABCD 6 A_Wander
      Loop
   See:
      HMN1 AABBCCDD 3 A_Chase
      Loop


(taken from Strife's rebel.)



What conditions would cause the rebel, if it where to be a doom monster using the above configuration, to exit the wondering state and enter into its chasing see state?
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Postby Graf Zahl » Sat Mar 19, 2005 6:17 pm

Monsters with such a setup are activated by sound only. Until then they randomly switch to the next 2 states after A_Look2 and if they don't have the STANDSTILL flag set (either in DECORATE or the map) they also randomly switch to the wandering state. Activation by sound means either weapon fire or the triggering of a NoiseAlert line action special.

If you want to see it in action I suggest to take a look at Strife's Acolytes. They won't attack you unless you make some noise with your weapon.
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Postby skadoomer » Mon Mar 21, 2005 9:09 am

Does a_look2 call the actor out of its wondering and various standstill states to switch them up, or does it endlessly loop in the state it choses? I noticed the pheasents stop walking around after a while and then resume again, so i was wondering if it was the same behavior...
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