I think I've actually figured a way to do what I need, Graf. I created a Map Spot Thing with TID 2, set the enemy's TID to 1 and created an open Thing_Hate (1, 2, 1) script. The enemy ignores me until I shoot it. I also setup a series of Path Node Things and set the enemie's special to Thing_SetGoal. With this combination, the enemy follows the designated path and completely ignores me until I shoot it.
Of course, I'm limited to 255 Path Nodes in a map; though I'm coming up with ideas for the project I'm planning as I type this now that I know I can do this, and how.
REJECT/Line of Sight?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- David Ferstat
- Posts: 1113
- Joined: Wed Jul 16, 2003 8:53 am
- Location: Perth, Western Australia
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Well, you'd be able to do this fairly easily if Zdoom supported teams, as I've noted before.
Teams, as the "Delta Force" games implement them, work like this:
Players and friendly NPCs are blue team. Enemies NPC are red team. Neutrals are green.
Blue and red automatically hate each other, and ignore green, which ignores everyone else.
At any stage in mission any actor (including the player) can have their team change. This allows you have actors who look as though they should be hostile, but which ignore the player until some condition is met. For example, the player might attack a green actor, or enter a particular area.
Teams, as the "Delta Force" games implement them, work like this:
Players and friendly NPCs are blue team. Enemies NPC are red team. Neutrals are green.
Blue and red automatically hate each other, and ignore green, which ignores everyone else.
At any stage in mission any actor (including the player) can have their team change. This allows you have actors who look as though they should be hostile, but which ignore the player until some condition is met. For example, the player might attack a green actor, or enter a particular area.