This may not be a bug but just in case

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This may not be a bug but just in case

Postby MartinHowe » Sun Jun 24, 2018 4:58 pm

I have found that if A_LookEx is used with LOF_NOSIGHTCHECK, then Thing_Hate, even with parameter 2 or 4, will not wake the actor up.
Before I make a small example WAD and report this formally as a bug, is this simply a "don't do that", "not supported", or whatever?
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MartinHowe
In space, no-one can hear you KILL an ALIEN
 
Joined: 11 Aug 2003
Location: Waveney, United Kingdom

Re: This may not be a bug but just in case

Postby Graf Zahl » Sun Jul 15, 2018 3:42 am

MartinHowe wrote:Before I make a small example WAD and report this formally as a bug, is this simply a "don't do that", "not supported", or whatever?


Here's the conundrum. You do not want to make a small demo WAD before getting feedback and I cannot give you feedback without actually checking the issue.
So, obviously the demo WAD needs to come first.
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Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: This may not be a bug but just in case

Postby MartinHowe » Sun Jul 15, 2018 2:30 pm

Not at all; now you have not said it's one of the known issues or wontfixes (i.e., "don't do that"), I know it will need more input from me. I will make a demo of this and reply further when done.
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MartinHowe
In space, no-one can hear you KILL an ALIEN
 
Joined: 11 Aug 2003
Location: Waveney, United Kingdom

Re: This may not be a bug but just in case

Postby Graf Zahl » Fri Jul 20, 2018 4:47 am

So...?
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Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: This may not be a bug but just in case

Postby MartinHowe » Fri Jul 20, 2018 2:33 pm

DECORATE:
Code: Select allExpand view
actor zombiesoldier : Zombieman 12345
{
    States
    {
    Spawn:
        POSS AB 10 A_LookEx (LOF_NOSIGHTCHECK)
        Loop
    }
}

ACS:
Code: Select allExpand view
#include "zcommon.acs"

#define playerTID 1
#define zombieTID 2
script "wake up zombie" open
{
    Print (s:"Waking up zombie in 2 s...");
    Delay (70);
    Print (s:"Waking zombie NOW - Hate Type 4");7
    Thing_Hate (zombieTID, playerTID, 4);
}


The zombie should attack the player without seeing them first. However, he does not.

I am wondering if this really is a "don't do that", as the phrase in the "Wiki" is ambiguous:
Code: Select allExpand view
Hunt actors with given TID and also players
4 — Same as 3, but will go after monsters without seeing them first

Since it mentions "and also players" I naturally assumed the hater would attack players as if they were monsters; but maybe it is meant literally; i.e., it will attack monsters without seeing them first but not players. If this is the case and Thing_Hate pre-dated A_LookEx, then this is probably understandable as Thing_Hate would blindly assume that there is only one A_Look, which would always find a player standing right in front of a monster and so no need to explicitly include players; however, it is not what I would intuitively expect. It's also worth noting that the zombiesoldier ignores noise made by the player as well; again this may be due to the player having to be in the line of sight (but sight is being ignored).

I appreciate this should not be changed as several mods may depend on it, so maybe we need an extra flag or two in hate type?
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MartinHowe
In space, no-one can hear you KILL an ALIEN
 
Joined: 11 Aug 2003
Location: Waveney, United Kingdom


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