Move: Difference between revisions
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Used inside an [[actor]], a move command is written as: | Used inside an [[actor]], a move command is written as: | ||
'''move''' <name> < | '''move''' <name> <moveflags...> | ||
< | <moveflags...> is a (possibly empty) sequence of parameters that specify certain hardcoded movement behavior. | ||
You '''cannot''' substitute <name> for a number, define, or gamevar. It has to be predefined with the first definition of move. | You '''cannot''' substitute <name> for a number, define, or gamevar. It has to be predefined with the first definition of move. | ||
Values for < | Values for each <moveflag> (defined in DEFS.CON) are: | ||
faceplayer - [[actor]] faces the player. | faceplayer - [[actor]] faces the player. |
Revision as of 09:52, 17 June 2012
A move command is used to give velocity to an actor.
Define outside an actor as so:
move <name> <horizontal> <vertical>
<name> is the name of the move command.
Warning: You cannot use the same name from a define, or the game will crashes.
<horizontal> is the horizontal velocity of the actor. Negative values reverse direction.
<vertical> is the vertical veloctity of the actor. Negative values cause upward motion.
Used inside an actor, a move command is written as:
move <name> <moveflags...>
<moveflags...> is a (possibly empty) sequence of parameters that specify certain hardcoded movement behavior.
You cannot substitute <name> for a number, define, or gamevar. It has to be predefined with the first definition of move.
Values for each <moveflag> (defined in DEFS.CON) are:
faceplayer - actor faces the player.
geth - use horizontal velocity.
getv - use vertical velocity.
randomangle - actor will face random direction.
faceplayerslow - same as faceplayer, but done gradually.
spin - spin in a clockwise circle.
faceplayersmart - same as faceplayer, but with a slight "lead" on position.
fleeenemy - actor faces away from the player.
jumptoplayer - actor will move vertically and then fall as if jumping.
seekplayer - actor will try to find the best path to the nearest player.
furthestdir - actor faces the furthest distance from the closest player.
dodgebullet - actor attempts to avoid all shots directed at him. The actor will not avoid GROWSPARK.