A_AlertMonsters takes z-coordinates into account

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Marziano872
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A_AlertMonsters takes z-coordinates into account

Post by Marziano872 »

Hello,
I propose to add a flag for A_AlertMonsters decorate function to make it consider the z coordinates in the calculation for activation range.
It could be something like A_CheckRange.

This is much needed for maps with variable heights and stealths gameplays.
I have for example problems in multistores buildings or acting near high buildings or structures where monsters on top are activated despite considerable 3d distance.

If a practical solution is already present, please let me know.

thanks
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Matt
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Re: A_AlertMonsters takes z-coordinates into account

Post by Matt »

Does the maxrange variable in A_AlertMonsters already do this? I don't have a map on me with which to check.
Marziano872
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Re: A_AlertMonsters takes z-coordinates into account

Post by Marziano872 »

Matt wrote:Does the maxrange variable in A_AlertMonsters already do this? I don't have a map on me with which to check.
That's the problem; Maxrange accouts only for XY coordinates, the z axis is not considered.
Just look at the decorate function A_CheckRange that have a specific flag for this.
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Matt
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Re: A_AlertMonsters takes z-coordinates into account

Post by Matt »

This might be worth making a feature suggestion then...
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inkoalawetrust
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Re: A_AlertMonsters takes z-coordinates into account

Post by inkoalawetrust »

This would probably not be easily doable. Looking into how the function works. It's directly tied to how monsters "hear" the sounds of player weapons. So it would probably require an overhaul of monster hearing. Since monster hearing hasn'\t really been touched much in GZDoom. Meaning that it's still effectively all 2D AFAICT.

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