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#editor

adrientd
Just checked, I think almost yes
adrientd
adrientd
"Face direction of look at target" means it copies the roration of the look at target?
adrientd
also I don't understand with "else look at target", that means it may fail to get the direction?
pegperegogaucho
Yup, the forward vector of the hero/hook or the orientation of the marker (which is the most common usage)
pegperegogaucho
Oh, I meant to say that it behaves just like the third option, the squad faces the followed target in that case. Generally, the look at target takes precedence over the follow target if specified. If not, the follow target is used in place of the look at target
pegperegogaucho
However the gotcha with the last option is that if there is no look at target, it won't use the direction of the follow target which is kind of unexpected.
adrientd
Ah so it just faces towards the followed target, not using the followed target's orientation?
pegperegogaucho
You got it!
pegperegogaucho
So I would call it "Face direction of look at target, else [face] followed target"
pegperegogaucho
Maybe a video showcasing the different modes could be useful
adrientd
Could be useful for new modders indeed.
pegperegogaucho
I believe a test level showcasing all the different stuff you can do is pretty useful, so you can see how it is implemented and what it does.
pegperegogaucho
Because the squad creation in addition to the event stuff (especially the lights) are probably the most complicated things currently.
pegperegogaucho
Also, I guess the two "sqBizObj/sqBizMarker" in the GrpSquadEnemy class are the follow/look at target
adrientd
Oh yes, I guess we should name these two.
adrientd
If I remember these are rarely set here?
adrientd
Yeah they don't seem to be used at all
adrientd
and they exist twice: sqBizObj1, sqBizObj2, sqBizMarker1, sqBizMarker2
adrientd
and not sure if we can even set a second one in the MsgAction