REJECT/Line of Sight?

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Krillancello
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REJECT/Line of Sight?

Post by Krillancello »

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.
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Graf Zahl
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Post by Graf Zahl »

Of course REJECT still works. Obsolete doesn't mean unsupported.
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Krillancello
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Post by Krillancello »

The second part of my last question still stands: how would I go about making a REJECT lump? I've looked at the REJECT lump in doom2.wad, and I'm unsure how to go about this.
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Graf Zahl
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Post by Graf Zahl »

You have to use a reject map builder. RMB 3.0 should be the best choice.
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Mr. Tee
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Post by Mr. Tee »

You'll have to get yourself a REJECT map lump builder... Do a google search... It should pop up under similar categories as for node builders.
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Krillancello
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Post by Krillancello »

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?
PSchmitz
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Post by PSchmitz »

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?
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.

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/
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Krillancello
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Post by Krillancello »

I don't know why, but I can't get Thing_Hate to work internally with a monster; setting a monster's special to Thing_Hate doesn't work, but activating a Thing_Hate script does.
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jallamann
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Post by jallamann »

Monster specials are executed on death (no pun)
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Krillancello
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Post by Krillancello »

Oh, right... I forgot. >_> xD

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";
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Kirby
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Post by Kirby »

Technically you could use the NOTARGET cheat to fake this, but you'd have to be able to set it and then unset it :P
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Krillancello
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Post by Krillancello »

I've done what I wanted to, as far as blindness. I created a Map Spot Thing with TID 1 and the following script:

Code: Select all

script 1 (int tid)
{
	Thing_Hate (tid, 1, 5);
}
I'd still like to know if rebind works for aliases, or what sort of workaround would emulate alias rebinding.
killingblair
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Post by killingblair »

You can use friendly monsters for this instead
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Krillancello
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Post by Krillancello »

If I used the Friendly tag, I'd have to have Friendlies that become unFriendly when shot or, essentially, when I needed them to (scripts and whatnot). And I'd also have to make them ignore regular enemies, as making enemy 1 unFriendly would cause still-Friendly enemy 2 to attack him.
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Graf Zahl
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Post by Graf Zahl »

If you have such specific needs you have to code it yourself. ZDoom (or any other source port) simply can't do it. Maybe you can get some of it with Thing_Hate but not all of it.
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