Canseespr: Difference between revisions

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canseespr <spriteID1> <spriteID2> <returnvar>
'''canseespr''' <spriteID1> <spriteID2> <returnvar>


The three parameters are [[gamevar]]s.
The three parameters are [[gamevar]]s.
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canseespr sets <returnvar> to 1 if the sprite with ID <spriteID1> has a line of sight with the sprite with ID <spriteID2>, otherwise <returnvar> is set to 0.
canseespr sets <returnvar> to 1 if the sprite with ID <spriteID1> has a line of sight with the sprite with ID <spriteID2>, otherwise <returnvar> is set to 0.


<pre>
Visibility is checked from the bases of the sprites.  It is as if there were cameras on the bottoms of the sprites' feet and they were trying to see each other with those cameras.  As a result, the visibility check will usually come back negative on uneven ground and in other situations where the sprites should be able to see each other.  To remedy this, you can move one or both of the sprites to a higher position right before the canseespr check, then move them back down again before the move has any unwanted effects.
// Example of actor code that sets the actor to attack a nearby PIGCOP if it is visible
// gamevars must be declared elsewhere, and the state "attackthepig" presumably aims and fires


findnearactor PIGCOP 8192 target
For example:


ifvarn target -1
  getactor[THISACTOR].z ZPOSITION // assuming there is already a declared variable ZPOSITION
      {
  subvar ZPOSITION 8192
      canseespr THISACTOR target TEMP
  setactor[THISACTOR].z ZPOSITION
      ifvare TEMP 1 state attackthepig
  canseespr THISACTOR TARGET RETURN
      }
  addvar ZPOSITION 8192
</pre>
  setactor[THISACTOR].z ZPOSITION
 
 
[[Category:EDuke32 specific commands]]
[[Category:Gamevar manipulation]]

Latest revision as of 09:09, 5 December 2009

canseespr <spriteID1> <spriteID2> <returnvar>

The three parameters are gamevars.

canseespr sets <returnvar> to 1 if the sprite with ID <spriteID1> has a line of sight with the sprite with ID <spriteID2>, otherwise <returnvar> is set to 0.

Visibility is checked from the bases of the sprites. It is as if there were cameras on the bottoms of the sprites' feet and they were trying to see each other with those cameras. As a result, the visibility check will usually come back negative on uneven ground and in other situations where the sprites should be able to see each other. To remedy this, you can move one or both of the sprites to a higher position right before the canseespr check, then move them back down again before the move has any unwanted effects.

For example:

 getactor[THISACTOR].z ZPOSITION // assuming there is already a declared variable ZPOSITION
 subvar ZPOSITION 8192
 setactor[THISACTOR].z ZPOSITION
 canseespr THISACTOR TARGET RETURN
 addvar ZPOSITION 8192
 setactor[THISACTOR].z ZPOSITION