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> <type>
'''move''' <name> <moveflags...>


<type> is a parameter set used for directional functions.
<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 <type> are:
Values for each <moveflag> (defined in DEFS.CON) are:


faceplayer - [[actor]] faces the player.
faceplayer - [[actor]] faces the player.

Revision as of 10:52, 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.