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?
This may not be a bug but just in case
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Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
- MartinHowe
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Re: This may not be a bug but just in case
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.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?
So, obviously the demo WAD needs to come first.
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Re: This may not be a bug but just in case
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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Re: This may not be a bug but just in case
DECORATE:
ACS:
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:
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?
Code: Select all
actor zombiesoldier : Zombieman 12345
{
States
{
Spawn:
POSS AB 10 A_LookEx (LOF_NOSIGHTCHECK)
Loop
}
}
Code: Select all
#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);
}
I am wondering if this really is a "don't do that", as the phrase in the "Wiki" is ambiguous:
Code: Select all
Hunt actors with given TID and also players
4 — Same as 3, but will go after monsters without seeing them first
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?
- Attachments
-
- zombie.zip
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