A_TurretLook

Looks for players or other attackable actors in the game. This function is similar to A_Look but it only reacts to sound. Just seeing the player will not wake up a monster using this. This function must be used in the idle states of a monster.

A_TurretLook

(no parameters)

Note: This function has been superseded by A_LookEx, which duplicates and extends its functionality. Use of the newer function is advised in order to maintain maximum flexibility in your code.

The major difference between A_Look2 and A_TurretLook is that A_TurretLook does not do any random state jumps.

Examples

This is a blind imp, you can walk right in front of it and it will not see you, though shooting will awaken it, since its spawn state uses A_TurretLook, making it react to sound. Since it is blind, it never directly aims at you unless you trigger its melee state.

ACTOR BlindImp : DoomImp
{ 
  States
  {
  Spawn:
    TROO AB 10 A_TurretLook
    Loop
  See:
    TROO AABB 3 A_Chase
    TROO CCDD 3 A_Wander
    Loop
  Melee:
    TROO EF 8 A_FaceTarget
    TROO G 6 A_CustomComboAttack("DoomImpBall", 32, 3 * random(1, 8), "imp/melee")
    Goto See
  Missile:
    TROO EF 8
    TROO G 6 A_CustomMissile("DoomImpBall", 20, 0, 0, 2)
    Goto See
  }
}
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