Edit Script to not target OBSTACLES

Aerisetta

Active member
So I have an issue where my player will target the closest enemy and dash towards them.

One issue I have is that the game targets the closest OBSTACLES as well, which I don't want.

Is it possible to edit the targeting script I use to not target obstacles? or perhaps a differet method?

the attack
Code:
anim    attack1 ### Claw 1
    cancel    0     999     0  A2 freespecial41        # Launcher
    fastattack    1
    jugglecost    1
    delay    3
    offset    120 350
    bbox    98 93 88 260
        @cmd    target 6 6 1 1 1
        @cmd    dash
    #jumpframe 1 0 1
    @cmd    spawn01 "effect3" 150 150 2
    sound    data/sounds/punch_.wav
    hitfx    data/sounds/slashl.wav   
    frame    data/chars/aerisetta/attack201.png
    sound    data/sounds/A_Attack1.wav
    attack1 163 0 90 304 6 0 0 0 20 50
    #@cmd    finishlevel() ######################################### Level Skip

    forcedirection -1
    frame    data/chars/aerisetta/attack202.png
        @cmd    target 0 0 0 0 1
        @cmd    dash
    frame    data/chars/aerisetta/attack203.png
    attack    0
    frame    data/chars/aerisetta/attack204.png
    delay    3
    frame    data/chars/aerisetta/attack205.png

the targeting script
Code:
void target(float Velx, float Velz, float dx, float dz, int Stop, int Flip)
{// Targetting opponent before leaping or dashing.
// Velx = x Velocity
// Velz = z Velocity
// dx = x added distance
// dz = z added distance
// Stop = flag to stop moving if no target is found

    void self = getlocalvar("self");
    int dir = getentityproperty(self, "direction");
    float x = getentityproperty(self, "x");
    float z = getentityproperty(self, "z");

    if (dir == 0){ //Is entity facing left?                 
      dx = -dx; //Reverse X direction to match facing
    }

    setlocalvar("T"+self, findtarget(self)); //Get nearest player

    if( getlocalvar("T"+self) != NULL()){
      void target = getlocalvar("T"+self);
      float Tx = getentityproperty(target, "x");
      float Tz = getentityproperty(target, "z");

      if(Flip == 1){
        if(Tx < x){
          changeentityproperty(self, "direction", 0);
        } else {
          changeentityproperty(self, "direction", 1);
        }
      }

      x = x+dx;
      z = z+dz;
      float Disx = Tx - x;
      float Disz = Tz - z;

//Set both distance as positive value
      if(Disx < 0){
        Disx = -Disx;
      }

      if(Disz < 0){
        Disz = -Disz;
      }

// Calculate velocity for targetting
      if(Disz < Disx)
      {
        if(Tx < x){
          setlocalvar("x"+self, -Velx);
        } else { setlocalvar("x"+self, Velx); }

        setlocalvar("z"+self, Velx*(Tz-z)/Disx);
      } else {
        if(Tz < z){
          setlocalvar("z"+self, -Velz);
        } else { setlocalvar("z"+self, Velz); }

        setlocalvar("x"+self, Velz*(Tx-x)/Disz);
      }

    } else {
      if(Stop == 1)
      {
        setlocalvar("z"+self, 0);
        setlocalvar("x"+self, 0);
      } else {
        setlocalvar("z"+self, 0);
        if(dir==0){
          setlocalvar("x"+self, -Velx);
        } else { setlocalvar("x"+self, Velx); }
      }
    }

    setlocalvar("T"+self, NULL()); //Clears variable
}
 
I don't know how you want it but if you have your entity to be target with its type, you could declare it with something not to allow it. I haven't tested this kind of script, but I did try out this particular script from Bloodbane before. Haven't tested any.

C-like:
void target(float Velx, float Velz, float dx, float dz, int Stop, int Flip)
{// Targetting opponent before leaping or dashing.
// Velx = x Velocity
// Velz = z Velocity
// dx = x added distance
// dz = z added distance
// Stop = flag to stop moving if no target is found

    void self = getlocalvar("self");
    int dir = getentityproperty(self, "direction");
    float x = getentityproperty(self, "x");
    float z = getentityproperty(self, "z");

    if (dir == 0){ //Is entity facing left?                 
      dx = -dx; //Reverse X direction to match facing
    }

    setlocalvar("T"+self, findtarget(self)); //Get nearest player

    if( getlocalvar("T"+self) != NULL() && type != openborconstant("TYPE_OBSTACLE")){
      void target = getlocalvar("T"+self);
      void type = getentityproperty(target, "type");
      float Tx = getentityproperty(target, "x");
      float Tz = getentityproperty(target, "z");

      if(Flip == 1){
        if(Tx < x){
          changeentityproperty(self, "direction", 0);
        } else {
          changeentityproperty(self, "direction", 1);
        }
      }

      x = x+dx;
      z = z+dz;
      float Disx = Tx - x;
      float Disz = Tz - z;

//Set both distance as positive value
      if(Disx < 0){
        Disx = -Disx;
      }

      if(Disz < 0){
        Disz = -Disz;
      }

// Calculate velocity for targetting
      if(Disz < Disx)
      {
        if(Tx < x){
          setlocalvar("x"+self, -Velx);
        } else { setlocalvar("x"+self, Velx); }

        setlocalvar("z"+self, Velx*(Tz-z)/Disx);
      } else {
        if(Tz < z){
          setlocalvar("z"+self, -Velz);
        } else { setlocalvar("z"+self, Velz); }

        setlocalvar("x"+self, Velz*(Tx-x)/Disz);
      }

    } else {
      if(Stop == 1)
      {
        setlocalvar("z"+self, 0);
        setlocalvar("x"+self, 0);
      } else {
        setlocalvar("z"+self, 0);
        if(dir==0){
          setlocalvar("x"+self, -Velx);
        } else { setlocalvar("x"+self, Velx); }
      }
    }

    setlocalvar("T"+self, NULL()); //Clears variable
}

If it doesn't work, you can try this.

C-like:
void target(float Velx, float Velz, float dx, float dz, int Stop, int Flip)
{// Targetting opponent before leaping or dashing.
// Velx = x Velocity
// Velz = z Velocity
// dx = x added distance
// dz = z added distance
// Stop = flag to stop moving if no target is found

    void self = getlocalvar("self");
    int dir = getentityproperty(self, "direction");
    float x = getentityproperty(self, "x");
    float z = getentityproperty(self, "z");
    void target = findtarget(self);
    void type = getentityproperty(target, "type");

    if (dir == 0){ //Is entity facing left?                 
      dx = -dx; //Reverse X direction to match facing
    }

    setlocalvar("T"+self, findtarget(self)); //Get nearest player

    if( getlocalvar("T"+self) != NULL() && type != openborconstant("TYPE_OBSTACLE")){
      void target = getlocalvar("T"+self);
      float Tx = getentityproperty(target, "x");
      float Tz = getentityproperty(target, "z");

      if(Flip == 1){
        if(Tx < x){
          changeentityproperty(self, "direction", 0);
        } else {
          changeentityproperty(self, "direction", 1);
        }
      }

      x = x+dx;
      z = z+dz;
      float Disx = Tx - x;
      float Disz = Tz - z;

//Set both distance as positive value
      if(Disx < 0){
        Disx = -Disx;
      }

      if(Disz < 0){
        Disz = -Disz;
      }

// Calculate velocity for targetting
      if(Disz < Disx)
      {
        if(Tx < x){
          setlocalvar("x"+self, -Velx);
        } else { setlocalvar("x"+self, Velx); }

        setlocalvar("z"+self, Velx*(Tz-z)/Disx);
      } else {
        if(Tz < z){
          setlocalvar("z"+self, -Velz);
        } else { setlocalvar("z"+self, Velz); }

        setlocalvar("x"+self, Velz*(Tx-x)/Disz);
      }

    } else {
      if(Stop == 1)
      {
        setlocalvar("z"+self, 0);
        setlocalvar("x"+self, 0);
      } else {
        setlocalvar("z"+self, 0);
        if(dir==0){
          setlocalvar("x"+self, -Velx);
        } else { setlocalvar("x"+self, Velx); }
      }
    }

    setlocalvar("T"+self, NULL()); //Clears variable
}

If none of them works, I don't know.
 
Is it possible to edit the targeting script I use to not target obstacles? or perhaps a differet method?
@Aerisetta

I suggest to define all the hostile targets at the character header (or with scripts). Once the findtarget() works based on the character's hostility, it will adjust the target script automatically.

1681944665860.png

1681944719737.png

Note that even if the description says "AI controled" types, it works normally for players too.
 
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