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.
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.
- Krillancello
- Posts: 309
- Joined: Sat Nov 27, 2004 12:39 am
- Location: Teh Intarwebivurs
REJECT/Line of Sight?
I've read about the REJECT lump and its obsoleteness in ZDoom, but it would be nice to have its effect for my planned first project; is there another way to have enemies ignore a player until the player attacks? If not, would I be able to use the obsolete REJECT lump to do it anyway, and how would I go about doing this?
Note: The specifics of what I want to do is to have active enemies (able to move) that won't respond to seeing the player.
Note: The specifics of what I want to do is to have active enemies (able to move) that won't respond to seeing the player.
- Krillancello
- Posts: 309
- Joined: Sat Nov 27, 2004 12:39 am
- Location: Teh Intarwebivurs
- Krillancello
- Posts: 309
- Joined: Sat Nov 27, 2004 12:39 am
- Location: Teh Intarwebivurs
Hm... from the documentation I've found for RMB, it seems that what I'm looking to do can't be done with REJECT. I'm looking to have enemies with full motor function that won't attack the player unless the player attacks them, which I thought I could do with the deaf flag and REJECT. Any ideas how to do this, or is it actually possible with REJECT?
Since RMB is sector-based for LOS calculations, I really don't see how you can do this. RMB either let's the monsters see the player or not - based on the sector of the player vs. the monster. Even attacking a monster in a sector where it cannot see the player will not produce the results you want.Krillancello wrote:Hm... from the documentation I've found for RMB, it seems that what I'm looking to do can't be done with REJECT. I'm looking to have enemies with full motor function that won't attack the player unless the player attacks them, which I thought I could do with the deaf flag and REJECT. Any ideas how to do this, or is it actually possible with REJECT?
Your best bet is using the Thing_Hate function for something like this. WIKI has the information and there are plenty of example WADs in WIP/Doom Archives on how to use this function.
I'm sure if you ask, someone on this board can provide examples of the best WADs that implement this function.
http://www.zdoom.org/wiki/index.php?title=Thing_Hate
http://www.wadsinprogress.info/
- Krillancello
- Posts: 309
- Joined: Sat Nov 27, 2004 12:39 am
- Location: Teh Intarwebivurs
- Krillancello
- Posts: 309
- Joined: Sat Nov 27, 2004 12:39 am
- Location: Teh Intarwebivurs
Oh, right... I forgot. >_> xD
Sank yah.
By the way... can rebind be used on aliases, or just keys?
Example:
Sank yah.
By the way... can rebind be used on aliases, or just keys?
Example:
Code: Select all
alias 1 "command; rebind 2";
alias 2 "next command";- Krillancello
- Posts: 309
- Joined: Sat Nov 27, 2004 12:39 am
- Location: Teh Intarwebivurs
I've done what I wanted to, as far as blindness. I created a Map Spot Thing with TID 1 and the following script:
I'd still like to know if rebind works for aliases, or what sort of workaround would emulate alias rebinding.
Code: Select all
script 1 (int tid)
{
Thing_Hate (tid, 1, 5);
}-
killingblair
- Posts: 937
- Joined: Mon Oct 04, 2004 9:16 pm
- Krillancello
- Posts: 309
- Joined: Sat Nov 27, 2004 12:39 am
- Location: Teh Intarwebivurs

