Talk:Ifbulletnear

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I rolled back the changes from ilovefoxes because they make no sense.

If condition returning 'true' if a projectile is near the actor. The projectile can be either a moving actor (such as, RPG) or a even impossible to dodge hitscan (such as, SHOTSPARK1).
Despite being a if condition, this command automatically set the actor in a new angle, even without using move.

First off, all horrible grammar aside, let's address the first point that needs clarified: by detecting if a hitscan projectile is near, does the command only return true if the point of impact is near, or if the "path" of the projectile is near?

Secondly, when you say that the command automatically sets the actor in a new angle, you don't say why or how the angle is determined. Does it make it face the projectile? I don't think angle-changing is the intended purpose of this command, so is this a bug? --Usurper 18:57, 20 January 2008 (PST)


As far as I know it only detects the projectile actor itself, which means for bullets it will be where it hit, and for other projectiles it would be when their path crosses (since the actor is "physically" on said path). So to be that specific is a bit silly and confusing.
Also iirc there is no angle change unless you use the dodgebullet command. I could be wrong, and I'm too tired to check, but at least that's what I recall.
--Mblackwell 18:36, 24 January 2008 (PST)


Ifbulletnear does change the angle. It uses the same code as the "ai AITROOPDODGE ATROOPWALKING TROOPRUNVELS dodgebullet".
The dodging isn't very smart BTW, the actor just rotates away from the projectile. When you shoot a rocket "straight at him", he try to run straight away instead of dodging it. The rocket shall catch him up, of course.
--Hunter byte 12:48, 26 January 2008 (PST)