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- At 05:12 AM 9/9/96 EDT, Douglas Little wrote:
- >> move the monster towards the player if there isn't a wall in the way.
- Obviously
- >> not very good AI, but at least we would have some (stupid) monsters for
- Magnus
- >> to shoot. :)
- >
- >Ok, but it's the 'if there isn't a wall in the way' part we really need to look
- >at here. It's not that bad, but it's still missing.
-
- Yep...
-
- >> (do you mean reject?) Would you have to check all walls (except ones
- indicated
- >> in REJECT)? I guess so...
- >
- >Well, I was under the distinct impression that REJECT was for discarding LOS
- >checks for visible sectors. This is for eliminating some 'wake up' calls to
- >monsters which can see you from the sectors they are in.
-
- DOH! Yep, you are right. (of course. :)
-
- >BLOCKMAP should be a reference grid full of references to lines collidable
- >within each block. It may also stretch to monsters (according to the docs).
-
- ok.
-
- >> I dont think Doom does this - monsters can see you when you are up on a
- pillar
- >> and they are below... I could be wrong though.
- >
- >I can't remember now, but I do know monsters behind closed doors can't see you
- >until you open them (some doors are just low roofs), so either that is a
- kind of
- >rough height-check or more likely a rudimentary blocking lindef which is only
- >active when the door is shut.
-
- Monsters can activate as soon as the door has started to open - which might
- suggest
- that this is right...
-
- >But as I said - SOME doors are just low ceilings,
- >and the fact they may act as a door is not clear to the engine.
-
- Yea, bummer, eh?
-
- >It's just my 3D oriented thinking. I would use 3D LOS. :)
-
- :)
-
- Anthony
-
-