A flag that, if true, would cause another actor's sight check to always return false.
The use case I've got is here, but I'm sure there are others - camouflage, lighting/disguise stealth tricks, trying to get around shields, etc..
Currently every option either ends up with unwanted physics effects (+nosector) or rendering effects (+invisible) or causes the attacker to change targets (virtually everything else).
+MNOTVISIBLE actor flag
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Re: +MNOTVISIBLE actor flag
I see this is still affected by the "random chance to be seen anyway" part of CheckSight? Is that intended?
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Re: +MNOTVISIBLE actor flag
I basically tried to make it work with all RF_INVISIBLE checks on the playsim side, without changing anything on the rendering side. So it should physically work like an +INVISIBLE actor except that it can be seen by the player. If this is incorrect, please feel free to put a PR against my mistake, because I am not sure exactly what part is wrong.
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Re: +MNOTVISIBLE actor flag
TIL I need to click on the button instead of Ctrl+Enter in order to pass the invisible captcha.
Anyway thanks for the super quick response though as I mentioned in the GitHub issue making an equivalent to +INVISIBLE would still cause the monster to lose an existing target.
Anyway thanks for the super quick response though as I mentioned in the GitHub issue making an equivalent to +INVISIBLE would still cause the monster to lose an existing target.
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Re: +MNOTVISIBLE actor flag
Ah - okay - I will modify it, then.
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Re: +MNOTVISIBLE actor flag
I'm guessing this is now called +VISALWAYSFAIL ?
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Re: +MNOTVISIBLE actor flag
It has been renamed to +MVISBLOCKED.