Code: Select all
Spawn:
BATH BBCCDDEEDDCCBB 1
{
A_LookEx(LOF_NOJUMP, 0, 0, 0, 180, "See");
}
Loop;
See:
TNT1 A 0
{
A_Log("Chase");
}
BATH B 1 A_Chase;
Loop;
Moderator: GZDoom Developers
Code: Select all
Spawn:
BATH BBCCDDEEDDCCBB 1
{
A_LookEx(LOF_NOJUMP, 0, 0, 0, 180, "See");
}
Loop;
See:
TNT1 A 0
{
A_Log("Chase");
}
BATH B 1 A_Chase;
Loop;
Code: Select all
class ZombiemanTest : Zombieman replaces Zombieman
{
States
{
Spawn:
POSS AB 10
{
A_LookEx(LOF_NOJUMP,0,0,0,0,"See");//monster doesn't jump to the See state, but plays alert sound constantly.
}
Loop;
}
}