A_chase2
Moderator: GZDoom Developers
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- Posts: 1026
- Joined: Fri Sep 05, 2003 12:49 pm
Hmm, there seems to be a lack of information on the wiki, so i need more information on making this work. Curently Zdoom bombs when i try to add it into decorte file saying "invalid state parameter". I tried using A_look2 in the spawn frame, but that dosn't seem to be working either. Here is my decorate file:
Anyone know what this is about?
Code: Select all
ACTOR ZombieMan 3004
{
Health 20
Radius 20
Height 56
Speed 8
PainChance 200
MONSTER
+FLOORCLIP
//SeeSound "grunt/sight"
//AttackSound "grunt/attack"
//PainSound "grunt/pain"
//DeathSound "grunt/death"
//ActiveSound "grunt/active"
Obituary "%o was killed by a zombieman."
//DropItem Clip
States
{
Spawn:
POSS AB 10 A_Look2 //A_Look
Loop
See:
POSS AABBCCDD 4 A_Wander //A_Chase
Loop
Missile:
POSS E 10 A_FaceTarget
POSS F 8 A_PosAttack
POSS E 8
Goto See
Pain:
POSS G 3
POSS G 3 A_Pain
Goto See
Death:
POSS H 5
POSS I 5 A_Scream
POSS J 5 A_Fall
POSS K 5
POSS L -1
Stop
XDeath:
POSS M 5
POSS N 5 A_XScream
POSS O 5 A_Fall
POSS PQRST 5
POSS U -1
Stop
Raise:
POSS KJIH 5
Goto See
}
}
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- Lead GZDoom+Raze Developer
- Posts: 49184
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
A_Wander is not in .96 but only in the new code waiting to be added to the next version. You have to use the EXE from the 'christmas present' thread.
Anyway, it wouldn't work as you did it. A_Look2 requires very explicit state definitions because it randomly jumps to the 4 states following its call.
It should look like this:
(taken from Strife's rebel.)
Full documentation will be available as soon as it becomes official.
Anyway, it wouldn't work as you did it. A_Look2 requires very explicit state definitions because it randomly jumps to the 4 states following its call.
It should look like this:
Code: Select all
States
{
Spawn:
HMN1 P 5 A_Look2
Loop
HMN1 Q 8
Loop
HMN1 R 8
Loop
HMN1 ABCDABCD 6 A_Wander
Loop
See:
HMN1 AABBCCDD 3 A_Chase
Loop
Full documentation will be available as soon as it becomes official.
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What conditions would cause the rebel, if it where to be a doom monster using the above configuration, to exit the wondering state and enter into its chasing see state?Graf Zahl wrote: It should look like this:
(taken from Strife's rebel.)Code: Select all
States { Spawn: HMN1 P 5 A_Look2 Loop HMN1 Q 8 Loop HMN1 R 8 Loop HMN1 ABCDABCD 6 A_Wander Loop See: HMN1 AABBCCDD 3 A_Chase Loop
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- Lead GZDoom+Raze Developer
- Posts: 49184
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Monsters with such a setup are activated by sound only. Until then they randomly switch to the next 2 states after A_Look2 and if they don't have the STANDSTILL flag set (either in DECORATE or the map) they also randomly switch to the wandering state. Activation by sound means either weapon fire or the triggering of a NoiseAlert line action special.
If you want to see it in action I suggest to take a look at Strife's Acolytes. They won't attack you unless you make some noise with your weapon.
If you want to see it in action I suggest to take a look at Strife's Acolytes. They won't attack you unless you make some noise with your weapon.
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