As we all know, when using models for actors, the monster movement code makes the whole thing look weird with all the teleporting and insta-snapping to new angles all the time. There has been talk about using invisible actors that are in turn followed (smoothly) by model-only actors, but no tutorial for this as I know of. The only thing I was able to find out is that Total Chaos uses a system like that.
Code: Select all
actor brute_ambush 30031
{
//...
var int user_displayTid;
var int user_status;
var int user_hasTether;
var int user_seenPlayer;
States
{
Spawn:
AITE A 1
AITE A 1 A_JumpIf(user_hasTether == 1, "SpawnActive")
AITE A 1 ACS_NamedExecuteAlways("TetherAi", 0, 0, 10, 0)
AITE A 100
AITE A 0 A_SetUserVar("user_hasTether", 1)
AITE A 1 ACS_NamedExecuteAlways("AiSetStateFromTable", 0, user_displayTid, 1, 1)
SpawnActive:
0000 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_Look
0001 ABCD 1 A_Look
loop
See:
AITE A 0
AITE A 1 ACS_NamedExecuteAlways("AiSetStateFromTable", 0, user_displayTid, 1, 1)
AITE A 0 A_SetUserVar("user_seenPlayer", 1)
//AITE A 0 A_PlaySound("ai/brute/see", CHAN_AUTO)
//...
}
}
Unfortunately, I wasn't able to find the model-only acto code, and the ACS file is a *.bin (as opposed to a *.o) so I couldn't decompile it to see the code.
So, does anyone have experience with smooth model movement and rotation? Can anyone make sense from the way Total Chaos did it? Is there a way to decompile *.bin ACS files?
(I desperately need it for my Alone in the Dark TC )