MALON Posted December 15, 2013 actor MyMarine : MarineChaingun { Speed 0 +ALWAYSFAST +INVULNERABLE +FRIENDLY -SOLID +FLOAT +NOGRAVITY +MISSILEMORE +MISSILEEVENMORE +QUICKTORETALIATE +DROPOFF +STANDSTILL States { Spawn: PLAY A 1 A_LookEx(0, 0, 0, 0, 360, "Missile") Loop Idle: PLAY A 1 A_LookEx(0, 0, 0, 0, 360, "Missile") Loop See: PLAY A 1 A_LookEx(0, 0, 0, 0, 360, "Missile") Loop Missile: Missile.Chaingun: PLAY F 1 Bright A_CustomBulletAttack(0, 0, 1, 5000, "MarinePuff", 8192.0) Goto Idle } } actor MarinePuff : BulletPuff { DamageType "MarineFire" } The important part isA_LookEx(0, 0, 0, 0, 360, "Missile")According to the wiki (http://zdoom.org/wiki/A_LookEx), setting the third parameter to zero should have unlimited sight distance. He never seems to check more than about 256 map units away. Any ideas? User Demolisher on the ZDoom forums also had the same question go unanswered: http://forum.zdoom.org/viewtopic.php?f=3&t=27460#p524814 0 Share this post Link to post
plums Posted December 15, 2013 Does A_Look behave the same way? Could you use it instead, perhaps in combination with +LOOKALLAROUND? What happens if you just give a really large number for maxseedist? 0 Share this post Link to post
MALON Posted December 15, 2013 plums said:Does A_Look behave the same way? Could you use it instead, perhaps in combination with +LOOKALLAROUND? What happens if you just give a really large number for maxseedist? A_Look doesn't have any way to change view distance as far as I'm aware. Putting large numbers (I tried 8192) has no effect. It appears to be stuck at 256 map units for a max distance. It does go lower, though. The number 1024 seems to be equal to 256 map units. If I do 512, he can see about 128 map units. I've also tried MaxTargetDistance and MinMissileChance to no avail. 0 Share this post Link to post