A_ClearTarget
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A_ClearTarget
(no parameters)
Usage
Makes the calling actor forget about its target, sound target, and last target. You can call this before jumping back to a monster's idle states to make a monster "give up" trying to chase after its target after a while (for ex. if it's too far away), after which it will resume searching for targets or doing whatever else is specified in its spawn state.
Examples
This is a working example of an imp after a while completely forgets what he was doing and goes back to dancing on the spot.
Actor ForgetfulImp : DoomImp { States { See: TROO AABBCCDD 3 A_Chase TROO A 0 A_GiveInventory("Forgettimer", 1) // A dummy inventory for tracking how long the imp has been searching. TROO A 0 A_JumpIfInventory("Forgettimer", 20, "Forget") // Jump to the Forget state when the timer reaches 20 Loop Melee: Missile: TROO E 0 A_TakeInventory("Forgettimer", 20) // Reset the timer. TROO EF 8 A_FaceTarget TROO G 6 A_TroopAttack Goto See Forget: TROO A 0 A_TakeInventory("Forgettimer", 20) TROO A 3 A_ClearTarget Goto Spawn } }