Memfis Posted February 11, 2014 Technically speaking, where are a monster's eyes located, like at his height, at half of his height or where? 0 Share this post Link to post
BaronOfStuff Posted February 11, 2014 At a semi-educated guess I'd say it's all the upper half of a monster's hitbox, or around that much. 0 Share this post Link to post
DaniJ Posted February 11, 2014 From Doomsday:// The line-of-sight is from the "eyes" of the beholder. vec3d_t from = { beholder->origin[VX], beholder->origin[VY], beholder->origin[VZ] }; if(!P_MobjIsCamera(beholder)) { from[VZ] += beholder->height - (beholder->height / 4); } 0 Share this post Link to post
Foxpup Posted February 11, 2014 Vanilla is similar:sightzstart = t1->z + t1->height - (t1->height>>2); topslope = (t2->z+t2->height) - sightzstart; bottomslope = (t2->z) - sightzstart; A monster's eyes are three-quarters of its height above the floor, and can see the entire height of the player from his feet to his head (no use hiding behind a 48-unit high wall, for example). Widths of things are not taken into account for line-of-sight checking. 0 Share this post Link to post
Krispy Posted February 11, 2014 So how could they program realistic line-of-sights but not the ability to walk over monsters? 0 Share this post Link to post
Maes Posted February 11, 2014 Foxpup said:Widths of things are not taken into account for line-of-sight checking. Krispy said:realistic line-of-sights *imagines a Mancubus "hiding" behind a 1-pixel wide pillar* Sounds like the old elephants hiding behind daisies joke :-) 0 Share this post Link to post
Gez Posted February 11, 2014 Well, you can hide from an arch-vile behind a 1-map-unit pillar, as demonstrated in this most scholarly video: 0 Share this post Link to post