Make the laser scope point at a tag only if the laser doesn't hit the selected labels (scenery, objects...)
Laser scopes always point at the closest tags, no matter if the selected tag is behind scenery, objects, walls etc.
So, as you can imagine, when you try to make the laser act like "eyesight" it doesn't work.
In the example below, my ENEMY should attack the PLAYER because it is in "line of sight", but instead the laser points at the NPC that is behind a wall because it is closer (note that activating or disabling xray doesn't make a difference).
So the enemy attack state won't trigger until the PLAYER is closer to my ENEMY than the NPC.
POSSIBLE SOLUTION:
Add a new "match mode" that would make the laser scope point at the closest tag ONLY if the selected labels are not in the way.
This way we could simply label walls as scenery (for example) and if the closest tag is behind a wall, the laser scope would look at the next closest tag and iterate until it finds a tag that is "in line of sight".
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This is what the x-ray setting is for. When it's on, it'll register a hit even if it went through other sculpts first. When it's off, it won't register a hit if the first sculpt it comes across doesn't match the label. So, turn x-ray off, and you're sorted.
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With XRay off the laser will still point at the closest tag, it's just not going to register a hit. The issue is not that it's not registering a hit (or registering one), the issue is that it won't point at other tags since it only focuses on the closest one no matter what
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See the example below, even though x-ray is off the laser still points at the closest tag.
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Sounds like a great idea. :) I sagest you also request a simple function where you can set individual NPC's to ignore this rule just in case you want certain NPC's to be able to be triggered even through walls. Example: Lets say you create super villain that has super hearing and can hear through walls so they hear your character on other side of wall & then BANG they crash through wall and Fight starts. etc etc..
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