Zdoom chase. and would chase their hate targets.
Zdoom chase Otherwise works the same as A_Chase, which is itself a wrapper for this function. Oct 3, 2014 · As far as I know, that's how ZDoom does it internally too just fire a limited-range hitscan and position the camera at the end of the trace. Oct 30, 2025 · The process is usually started either by A_Chase, with the CHF_RESURRECT flag passed to it, A_VileChase, or A_CheckForResurrection. It is like a "jumpiftargetinlos" i know that are ways to do it, but it facility the work!, and dont disorganize the code! someone have others ideias to a_chase? The countdown timer is easy; there is already an Actor->FastChaseStrafeCount variable; presumably using both chase modes at the same time (e. Re: Chase Threshold Manipulation by Graf Zahl » Mon Feb 08, 2016 9:46 am You only had ChaseThreshold, which mapped to DefThreshold. After a target has been located by a monster (using A_Look), it transitions into its chase sequence, usually repeatedly looping through animation states that call A_Chase. DECORATE actor ChaseCam { Height 16 Radius 8 + NOGRAVITY + NOBLOCKMAP states { Spawn: TNT1 A -1 stop } } Script Setting things in motion Apr 7, 2022 · Re: Chase Cam++ - Enhanced Third Person Camera by yum13241 » Sat May 28, 2022 7:07 am This also won't show you fullbrightness if you activate chase cam while this mod is loaded, and if you have fullbright goggles. Calls A_Chase and, if the calling actor's special1 field is not null, decreases it by one point and decreases its tics counter by three points, hastening the next frame by as much. The Threshold property is newly added. Mar 10, 2024 · Re: [ZSCRIPT] Monster Stuck on Steps With Custom Chase Function by 7Soul » Tue Mar 19, 2024 2:05 pm I coded my own chase function too and the way I fixed the TryMove jitteriness was to use variables to track the direction and distance the monster wants to move, then use those values to move the monster in its Tick () function. » Fri Mar 04, 2011 10:25 pm What im suggesting is a flag for A_Chase that changes the basic A_Chase movement by adding more angles the monster can move. Mar 19, 2017 · Uhm. Multiple Crash sequences can be used depending on the type of damage that kills the actor. While some functionality may be retained for the purposes of backwards-compatibility, authors are strongly discouraged from utilizing this feature in future projects and to instead use A_Chase. Re: "CHF_BEELINE" for A_Chase/A_Wander by MartinHowe » Tue Dec 29, 2020 12:42 pm To get the OP started, this is how I did it for the cats. Angling is the rotation of the sprite which does not happen to correlate the two. Code-wise, it is ran by an inventory. Jan 19, 2022 · A_SeekerMissile (angle threshold, angle maxturnangle, int flags = 0, int chance = 50, int distance = 10) Seeker missile handling. Parameters Note: passing "_a_chase_default" to both the melee and missile parameters, puts the function in its default-behavior mode. The second would simply define if you wanted it to A_MinotaurChase (no parameters) If the calling actor is not a MinotaurFriend or derived class, calls A_Chase and does nothing else. Parameters State melee The melee State to go to, by default this would be the actor's meleestate (the "Melee" state sequence). Since both variables are freely accessible you can use them for anything as long as you don't use the monster AI. A_MinotaurChase (no parameters) If the calling actor is not a MinotaurFriend or derived class, calls A_Chase and does nothing else. Dec 7, 2016 · It also takes full advantage of the GetActorPitch and SetActorPitch functions for a fully three dimensional chase cam. Actor native void A_Chase(statelabel melee = '_a_chase_default', statelabel missile = '_a_chase_default', int flags = 0) Usage This is the standard monster walking function which has to be used in the walking frames of a monster. Also includes basic support for screen blending! No more guessing if you took damage or picked up an item. The various bouncing flags should normally not be combined with the Is there a way to make a monster only use a certain attack state when in a certain chase state? Like if the monster is in a chase state that walks, it can throw fireballs, but when he goes into a running state or something, he can only use a charging attack? O_o I'm also wondering if a monster can have it's own inventory. Jul 15, 2003 · Then it's decreased in A_Chase (the "chase towards player" part). I have taken a large list consisting of all of these commands and compiled the into this neat and handy Steam guide. Functions like A_Chase, but can accept direct states instead of state labels. At least one of them is needed so that the monster is able to attack players or other monsters. Don't be afraid to ask questions about what things mean, but also please be patient with the Feb 10, 2013 · Warning: The feature described on this page has been deprecated, and will no longer be supported or updated by the GZDoom developers. Re: Chase Cam++ - Enhanced Third Person Camera by yum13241 » Sat May 28, 2022 1:07 am This also won't show you fullbrightness if you activate chase cam while this mod is loaded, and if you have fullbright goggles. Nov 14, 2025 · These console commands can be used for cheating or testing new maps. INT healflags: RESF_NORAISE: Do not resurrect the corpse. Oct 12, 2022 · Trying to set it negative sets it to 0 instead. Jul 1, 2009 · A_Chase (actor's speed is set to 0) is to get it to attack, A_Wander gets it to go in a random direction, and A_Recoil actually moves it. If possible, a flag for A_Chase which causes the calling actor to aimlessly wander (like A_Wander) instead of actively chasing foes would be useful. ZDoom 's chasecam is considered a cheat and is only available when sv_cheats is true or in single-player when cheats are not disabled by a skill. I tried contacting him regarding this two times but he doesn't seem to respond, despite having already sent two pms sent earlier two weeks ago. For some reason the camera lags behind on movement when the player strafes. However, A_Wander's randomness isn't working, most of the time, because A_Chase makes it point at it's target (or usually in the general direction, anyway). Would also suggest to OP posting their request in the Scripting help thread. This forum is archived - please use this set of forums to ask new questions. But if the chase target is undefined, then it is ignored and the chase action functions would act like the current versions. Giest118 Posts: 2914. It attempts to re-create GZDoom's builtin chasecam. Feb 11, 2008 · I tried the chase-cam idea, moving it forward, and down a bit, but whenever the player goes near a doorway, but the player sprites momentarily appear, screwing up the effect. Aug 2, 2006 · Marines (A_Chase) Forum rules Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here. Nov 3, 2009 · A_Chase (state melee = "*", state missile = "none", int flags = 0, int healflags = 0, state heal = "") New parameters: STATE heal: If specified, jump to this state instead of the automatic healing state. Then it's decreased in A_Chase (the "chase towards player" part). Re: [ZSCRIPT] Monster Stuck on Steps With Custom Chase Function by 7Soul » Tue Mar 19, 2024 2:05 pm I coded my own chase function too and the way I fixed the TryMove jitteriness was to use variables to track the direction and distance the monster wants to move, then use those values to move the monster in its Tick () function. threshold and maxturnangle determine how 'aggressive' the missile will home in on its tracer. Mar 31, 2012 · The chasecam is a special mode in which the camera is placed behind the player pawn. Nov 13, 2025 · Flags can be set and unset in the Default block: +FLAGNAME sets a flag -FLAGNAME clears a flag Certain flags may interact or interfere with properties: The Monster property is a flag combo that enables a series of flags necessary to make an actor into a monster. A_Chase For more information on this article, visit the A_Chase page on the Doom Wiki. Chase flags Flags can be combined by using the | character between the constant names. If a solid object or wall is in the way, the view will "snap" to the collision point - again, exactly as how ZDoom is doing it. The Projectile property works the same way for projectiles. Pull Request With this pull request, it will be possible to manipulate an actor's 'threshold' (the number of times it must chase before it's allowed to switch targets via infighting). Features: 1. CHF_FASTCHASE – Actor will randomly attempt to strafe left or right around the target, like the "player bosses" in Hexen. AMF_TARGETNONPLAYER — Allows a monster to alert others to its own target when that target is not a player. Dec 11, 2024 · In this mode, the monster jumps to Melee and Missile states when performing melee and ranged attacks, respectively, does not strafe randomly, plays its active sound, and moves twice as fast in Nightmare! difficulty setting or equivalent. Jan 21, 2019 · A third-person camera written in ZScript. The larger the values the more precise it is. Turning changes the direction which the actor will next move towards. In A_Chase, there's two different functionalities for turning and angling. Please bear in mind that the people helping you do not automatically know how much you know. Here is the direct link to his file: Apr 7, 2022 · Re: Chase Cam++ - Enhanced Third Person Camera by yum13241 » Sat May 28, 2022 7:07 am This also won't show you fullbrightness if you activate chase cam while this mod is loaded, and if you have fullbright goggles. The Arachnotrons were also able to chase you around the whole level so the player could not hide and wonder what was going on with this new threat or observe them under more controlled circumstances, these enemies were immediately upon them and up close and personal (though the Mancubi were easier to hide from). Mar 18, 2020 · A_VileChase For more information on this article, visit the A_VileChase page on the Doom Wiki. Crash Defines the crash sequence. Sep 25, 2010 · Chase-Cam with crosshair. A_VileChase For more information on this article, visit the A_VileChase page on the Doom Wiki. The melee State to go to, by default this would be the actor's meleestate (the "Melee" state sequence). With it you could create such things as Corpse explosion, or turn corpses into other things such as mana (if it was going to be a hexen/heretic like game). ALL CHEAT CODES FOR GZDOOM AND IT'S BROTHER PORTS. 0 This is how far away from the player the chasecam likes to be, but it will get closer as necessary to avoid going inside walls. 0 This is the base height above the top of the player's head at which the chasecam will be positioned. SecurityCamera pans from side to side in a specific area. 2. chase_height (float) Default: -8. Now you can finally see that sick skin you've been showing off to your friends while playing. A chasecam, short for chase camera, is a feature allowing to move the viewpoint out of the player-controlled mobj and instead offer a third-person perspective as the camera "chases" the player. The doom ports introduce many new and useful commands for the player to use. Otherwise, does a series of things: Set calling actor's render style to normal (a dark servant hurt while in its Spawn state might otherwise go to the Pain state without finishing fading in) Commit suicide if 25 seconds or more have passed since it was summoned Forum rules Before asking on how to use a ZDoom feature, read the ZDoom wiki first. 7. Bugs: 1. . Where the hell is this "boat chase" in action Doom? Why didn't I see such a thing? I played through the entire thing all the way to the last level wheere you're on the space ship (with the cute little bunny following you around) where you inevitably die because that bastard of an alien-type creature is "meant to kill you". New flag for A_Chase by . Trying to set it negative sets it to 0 instead. This function makes the calling actor advance on its target while randomly attempting to strafe left or right. Re: [ZSCRIPT] Monster Stuck on Steps With Custom Chase Function by 7Soul » Tue Mar 19, 2024 8:05 am I coded my own chase function too and the way I fixed the TryMove jitteriness was to use variables to track the direction and distance the monster wants to move, then use those values to move the monster in its Tick () function. defthreshold - DECORATE expression exposure for default chase threshold. He punch with right then with left hand. Problem - I have to perform jumps, or skips, over A_Chase and I have five different chasing states just to burn down his 'threshold' timer based on his health, while not changing how it behaves. This codepointer is restricted to ScriptedMarine and derived classes. Feb 1, 2024 · Re: Chase Cam++ - Enhanced Third Person Camera by yum13241 » Sat May 28, 2022 7:07 am This also won't show you fullbrightness if you activate chase cam while this mod is loaded, and if you have fullbright goggles. The float bobbing (which uses Actor->special1) should be easy enough to replicate using A_Weave. Forum rules Before asking on how to use a ZDoom feature, read the ZDoom wiki first. The 8 angles that a monster can move right now makes some monsters look really stupid, big ones but most noticably fast monsters. Additionally, the flags May 30, 2010 · Question about chasecam Discuss anything ZDoom-related that doesn't fall into one of the other categories. Also, ChaseThreshold implies a limitation that does not exist. CHF_CHECKIFFACING - if the monster are face you, he automatic attack. It should be noted in order to use cheat codes in "Nightmare In A_Chase, there's two different functionalities for turning and angling. Oct 21, 2007 · Re: Set chase cam from acs? by MDenham » Sun Jan 27, 2008 7:49 am Planning on doing a Smash Brothers-alike in ZDoom? Apr 5, 2024 · Tutorials Tutorials are detailed guides on how to use certain features of ZDoom. If 'def' (default) is true, sets the default instead of modifying the current threshold. , in alternate calls to A_Chase) would be a "don't do that" or WFDS. Mar 24, 2019 · A_Chase wandering flag by Guest » Sun Mar 24, 2019 5:46 am As far as I know, it's impossible to have an actor both wander aimlessly and resurrect corpses like the Archvile does. threshold - DECORATE expression exposure for chase threshold. Actor void A_DoChase (State melee, State missile, int flags = 0) Usage Functions like A_Chase, but can accept direct states instead of state labels. You may be asked to upload your project file to look at. Melee / Missile: This defines a near or far attack sequence. Death: This is called when the monster's health goes below zero. Aug 9, 2025 · Re: Chase Cam++ - Enhanced Third Person Camera by yum13241 » Sat May 28, 2022 7:07 am This also won't show you fullbrightness if you activate chase cam while this mod is loaded, and if you have fullbright goggles. Oct 6, 2003 · Since we're going to have custom states sooner or later, would it be possible to add two paramaters to Vilechase or a similar codepointer? The first one would be the state it revies with. Note that the alerter must be alive and has the SHOOTABLE flag to be chased (this is standard ZDoom behavior, not a fault of the feature). Tested with GZDoom 3. Mar 8, 2020 · Forum rules Before asking on how to use a ZDoom feature, read the ZDoom wiki first. 3. Could it be changed so that the chase cam stays on until you turn it off or exit ZDoom? Cardboard Marty Posts: 1149 Joined: Sat Oct 23, 2004 2:29 pm Graphics Processor: nVidia with Vulkan support Location: Robot Mountain Aug 22, 2024 · There are several types of cameras in ZDoom. Aug 15, 2024 · This sequence has to call A_Chase or one of its variants repeatedly so that the monster can walk around and do things. Use of the newer function is advised in order to maintain maximum flexibility in your code. There's more complications to in ZDoom, of course, it can also be increased or set to various values by plenty of other functions; and it's also used even in vanilla as a countdown of sort to respawn dead monsters in nightmare mode. Dec 30, 2017 · MONS A 1 A_Chase ("Melee","",CHF_NORANDOMTURN) the monster should Always walk into the target direction right? but I tested it and the monster just walks in a straight line (with angle = 0 I belive) In A_Chase, there's two different functionalities for turning and angling. Matt Posts: 9696 Joined: Sun Jan 04, 2004 11:37 pm Preferred Pronouns May 31, 2004 · Thing_Chase (int tid; int target; [bool persistent; [bool noattack]]); The instant the actor is damaged and wants to change the hate target, the chase target is cleared as well, so it would chase the new hate target, but if we set the flag PERSISTENT_CHASE or some such, the actor would keep the current chase target and continue following it. Additionally, the flags parameter is ignored. Monster chase below Melee range by Lagi » Sun Feb 16, 2020 8:32 pm My golem make double punch in melee attack. A_Chase is one of the most important code pointers implementing Doom's monster AI. and would chase their hate targets. If the angle toward the target is Trying to set it negative sets it to 0 instead. +:icytux:+. In this mode, the monster jumps to Melee and Missile states when performing melee and ranged attacks, respectively, does not strafe randomly, plays its active sound, and moves twice as fast in Nightmare! difficulty setting or equivalent. Feb 12, 2023 · You could replace A_Chase with A_JumpIfTargetInLOS to make the monster attack only if the target is in its field of view (FOV). Doing so would also allow you to workaround the "turning to face east" issue. So it'll be a random value between 0 and 15. Apr 25, 2013 · Complex A_Chase replacement in ZScript Forum rules Before asking on how to use a ZDoom feature, read the ZDoom wiki first. See the CCMDs article for general information on how to use commands. When he hit player with right hand, player is push back and go out of the range of next blow with Left hand. Re: Chase Cam++ - Enhanced Third Person Camera by yum13241 » Sat May 28, 2022 7:07 am This also won't show you fullbrightness if you activate chase cam while this mod is loaded, and if you have fullbright goggles. In fact, an actor can turn without changing its angle and still perform fairly normally, moonwalking issues aside. Nov 5, 2015 · Re: A_Chase Turn Flags by Ed the Bat » Thu Nov 05, 2015 9:59 pm Well I did also want a monster to be able to walk a straight line, such that calling A_Chase (duration 1) four times in a row would approximate A_Chase (dur 4) (with the Speed property adjusted accordingly, that is), so the feature as it is now will still be useful to me. 2 Jun 5, 2012 · Enable chasecam from command line? Forum rules Before asking on how to use a ZDoom feature, read the ZDoom wiki first. MovingCamera travels along a predetermined path. How to program monster to move a little closer than his max melee range? Forum rules Before asking on how to use a ZDoom feature, read the ZDoom wiki first. The following topics covers them and their uses. threshold Specifies the angle inside which the missile will home in directly on its tracer. Camera functions: Camera textures display the Trying to set it negative sets it to 0 instead. Apr 7, 2022 · Ever wish the chase cam were a little more free? Look no further as Chase Cam++ has arrived. Otherwise, does a series of things: Set calling actor's render style to normal (a dark servant hurt while in its Spawn state might otherwise go to the Pain state without finishing fading in) Commit suicide if 25 seconds or more have passed since it was summoned Jul 12, 2025 · Chase camera chase_dist (float) Default: 90. so, GZdoom have a native option to set the cam to third person, using chasecam or using ''chase 1'' in console, but the character in this view is centered, and i can't look what's exactly is right in front of me. (no parameters) Note: This function has been superseded by A_Chase, which duplicates and extends its functionality. RESF_REUSECORPSE: Use the corpse from the previous resurrection instead of a search. If the previous call did not find a suitable Re: [ZSCRIPT] Monster Stuck on Steps With Custom Chase Function by 7Soul » Tue Mar 19, 2024 2:05 pm I coded my own chase function too and the way I fixed the TryMove jitteriness was to use variables to track the direction and distance the monster wants to move, then use those values to move the monster in its Tick () function. Essentially, it consists of using the built-in functions and then correcting the angle bit by bit. Dec 8, 2007 · In this case, the [wiki]A_Chase [/wiki] function tells the zombie to chase its current target -- specifically, to turn to face whatever it's targetting a move a certain amount of units in its target's direction. This is entered when the actor is a corpse and hits the floor. SpectatorCamera follows its tracer actor in one of three lazy-follow modes. Most of them consist of awesome cheats which you can use to mess around and have fun with. When you die with the chasecam on, and reload, it starts you back in 1st person mode. Download file in attachment. It's written in ZScript (main difference between The Zombie Killer's Accurate Chasecam and this mod). Mar 20, 2017 · AMF_TARGETEMITTER — Causes alerted monsters to chase the actor which emitted the alert. g. Normal cameras: AimingCamera looks at a target and its sight follows it. Mar 19, 2014 · A_FastChase A_FastChase (no parameters) Note: This function has been superseded by A_Chase, which duplicates and extends its functionality. All I wanted to know was how I can get his chase cam to work properly on Zandronum and Gzdoom. Compatibility with future GZDoom versions is not guaranteed. State missile The missile State to go A_MarineChase (no parameters) Calls A_MarineNoise and A_Chase. sley zniag cqr mof vqju gudksu bidqpzy ktxvz kkewd imiaxgf tqelpzr hzl sjiz lwj wcxwpng