Move: Difference between revisions
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{| {{prettytable}} | {| {{prettytable}} | ||
!moveflag!!description!! | !moveflag!!description!!internal value!! | ||
|- | |- | ||
|faceplayer | |faceplayer | ||
|[[actor]] faces the player. | |[[actor]] faces the player. | ||
|align="right"|'''1''' | |||
|- | |- | ||
|geth | |geth | ||
|use horizontal velocity. | |use horizontal velocity. | ||
|align="right"|'''2''' | |||
|- | |- | ||
|getv | |getv | ||
|use vertical velocity. | |use vertical velocity. | ||
|align="right"|'''4''' | |||
|- | |- | ||
|randomangle | |randomangle | ||
|[[actor]] will face random direction. | |[[actor]] will face random direction. | ||
|align="right"|'''8''' | |||
|- | |- | ||
|faceplayerslow | |faceplayerslow | ||
|same as faceplayer, but done gradually. | |same as faceplayer, but done gradually. | ||
|align="right"|'''16''' | |||
|- | |- | ||
|spin | |spin | ||
|spin in a clockwise circle. | |spin in a clockwise circle. | ||
|align="right"|'''32''' | |||
|- | |- | ||
|faceplayersmart | |faceplayersmart | ||
|same as faceplayer, but with a slight "lead" on position. | |same as faceplayer, but with a slight "lead" on position. | ||
|align="right"|'''64''' | |||
|- | |- | ||
|fleeenemy | |fleeenemy | ||
|[[actor]] faces away from the player. | |[[actor]] faces away from the player. | ||
|align="right"|'''128''' | |||
|- | |- | ||
|jumptoplayer | |jumptoplayer | ||
|[[actor]] will move vertically and then fall as if jumping. | |[[actor]] will move vertically and then fall as if jumping. | ||
|align="right"|'''256''' | |||
|- | |- | ||
|seekplayer | |seekplayer | ||
|[[actor]] will try to find the best path to the nearest player. | |[[actor]] will try to find the best path to the nearest player. | ||
|align="right"|'''512''' | |||
|- | |- | ||
|furthestdir | |furthestdir | ||
|[[actor]] faces the furthest distance from the closest player. | |[[actor]] faces the furthest distance from the closest player. | ||
|align="right"|'''1024''' | |||
|- | |- | ||
|dodgebullet | |dodgebullet | ||
|[[actor]] attempts to avoid all shots directed at him. The [[actor]] will not avoid GROWSPARK. | |[[actor]] attempts to avoid all shots directed at him. The [[actor]] will not avoid GROWSPARK. | ||
|align="right"|'''4096''' | |||
|} | |} | ||
[[Category:Duke3D 1.3/1.5 commands]] | [[Category:Duke3D 1.3/1.5 commands]] | ||
[[Category:Sprite manipulation]] | [[Category:Sprite manipulation]] |
Revision as of 09:19, 9 October 2016
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 crash.
<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.
moveflags
Values for each <moveflag> (defined in DEFS.CON) are:
moveflag | description | internal value | |
---|---|---|---|
faceplayer | actor faces the player. | 1 | |
geth | use horizontal velocity. | 2 | |
getv | use vertical velocity. | 4 | |
randomangle | actor will face random direction. | 8 | |
faceplayerslow | same as faceplayer, but done gradually. | 16 | |
spin | spin in a clockwise circle. | 32 | |
faceplayersmart | same as faceplayer, but with a slight "lead" on position. | 64 | |
fleeenemy | actor faces away from the player. | 128 | |
jumptoplayer | actor will move vertically and then fall as if jumping. | 256 | |
seekplayer | actor will try to find the best path to the nearest player. | 512 | |
furthestdir | actor faces the furthest distance from the closest player. | 1024 | |
dodgebullet | actor attempts to avoid all shots directed at him. The actor will not avoid GROWSPARK. | 4096 |