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Can we make monsters hate non-monster/player objects?
Posted: Tue Jun 14, 2005 8:11 pm
by Macil
Can we make monsters hate non-monster/player objects using Thing_Hate or or NoiseAlert? I've already tried so far with Thing_Hate and dead cacodemons and lights.
I want to make it look like a bunch of monsters are attacking a plane.
Posted: Wed Jun 15, 2005 12:32 am
by wildweasel
Your best bet would be to slap a bunch of hate targets in there, but I don't know the details.
Posted: Wed Jun 15, 2005 6:42 am
by Grubber
Conditions for hating a thing:
1. flag SHOOTABLE must be set
2. it can't be dead (health > 0)
3. flag DORMAT must not be set
Posted: Wed Jun 15, 2005 1:37 pm
by Macil
Thanks!
Anyways, I solved my problem by using an invincible and invisible lost soul.
What's a hate target?
Posted: Wed Jun 15, 2005 1:49 pm
by Enjay
Agent ME wrote:What's a hate target?
Probably thing type 9076. An invisible, blocking actor that can be used (amongst other things) as a hated item. The actor just sits there, but can be used to provide an object for an enemy with thing_hate to head for. If the enemy sees the hated item, it will attack it. The angle that you set the thing at is used to determine its health.
Posted: Wed Jun 15, 2005 1:50 pm
by Graf Zahl
An invisible shootable thing. Just what you created by hacking.
Posted: Wed Jun 15, 2005 1:50 pm
by Macil
How do we set it to be invincible?
Posted: Wed Jun 15, 2005 1:51 pm
by Enjay
Angle = 0 I *think* Maybe making it dormant would work too. Not sure.
Posted: Wed Jun 15, 2005 1:57 pm
by Costja
Enjay, you're wrong, hate targets are not blocking:
Code: Select all
IMPLEMENT_ACTOR (AHateTarget, Any, 9076, 0)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Flags (MF_SHOOTABLE|MF_NOSECTOR|MF_NOGRAVITY|MF_NOBLOOD)
PROP_SpawnState (0)
PROP_MassLong (INT_MAX)
END_DEFAULTS
Posted: Wed Jun 15, 2005 2:08 pm
by Macil
Costja wrote:Enjay, you're wrong, hate targets are not blocking:
Code: Select all
IMPLEMENT_ACTOR (AHateTarget, Any, 9076, 0)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Flags (MF_SHOOTABLE|MF_NOSECTOR|MF_NOGRAVITY|MF_NOBLOOD)
PROP_SpawnState (0)
PROP_MassLong (INT_MAX)
END_DEFAULTS
Yes, they do block. NOSECTOR simply means it doesn't use certain physics checks and its invincible.
Is it possible to make it not block?
Posted: Wed Jun 15, 2005 2:10 pm
by Enjay
Oops, you're quite right. Shootable but not blocking. My bad. Thanks for the correction.
BTW, angle 0 does seem to make it fairly invincible. A load of SSG shots didn't destroy it. Mind you, an MDK did.
[edit]Argh! cross posting.
I put one in a map and was able to walk through it as if it wasn't there. However, I was able to shoot it.[/edit]
Posted: Wed Jun 15, 2005 2:18 pm
by Costja
Agent ME, what flags means it fully non-blocking?
Do you create vehicles too?

Posted: Wed Jun 15, 2005 2:20 pm
by Macil
+NOCLIP makes it fully non-blocking.
And about vehicles, I've thought about it, but I haven't. Anyways, the player can already move very fast...
Posted: Thu Jun 16, 2005 10:21 am
by Risen
Grubber wrote:3. flag DORMAT must not be set
Of course. Everyone loves door mats!