Move: Difference between revisions

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<name> is the name of the move command.
<name> is the name of the move command.


Warning: You '''cannot''' use the same name from a [[define]], or the game will crashes.
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.
<horizontal> is the horizontal velocity of the [[actor]]. Negative values reverse direction.
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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.
==moveflags==


Values for each <moveflag> (defined in DEFS.CON) are:
Values for each <moveflag> (defined in DEFS.CON) are:


faceplayer - [[actor]] faces the player.
{| {{prettytable}}
 
!moveflag!!description!!internal value!!
geth - use horizontal velocity.
|-
 
|faceplayer
getv - use vertical velocity.
|[[actor]] faces the player.
 
|align="right"|'''1'''
randomangle - [[actor]] will face random direction.
|-
 
|geth
faceplayerslow - same as faceplayer, but done gradually.
|use horizontal velocity.
 
|align="right"|'''2'''
spin - spin in a clockwise circle.
|-
 
|getv
faceplayersmart - same as faceplayer, but with a slight "lead" on position.
|use vertical velocity.
 
|align="right"|'''4'''
fleeenemy - [[actor]] faces away from the player.
|-
 
|randomangle
jumptoplayer - [[actor]] will move vertically and then fall as if jumping.
|[[actor]] will face random direction.
 
|align="right"|'''8'''
seekplayer - [[actor]] will try to find the best path to the nearest player.
|-
 
|faceplayerslow
furthestdir - [[actor]] faces the furthest distance from the closest player.
|same as faceplayer, but done gradually.
 
|align="right"|'''16'''
dodgebullet - [[actor]] attempts to avoid all shots directed at him. The [[actor]] will not avoid GROWSPARK.
|-
|spin
|spin in a clockwise circle.
|align="right"|'''32'''
|-
|faceplayersmart
|same as faceplayer, but with a slight "lead" on position.
|align="right"|'''64'''
|-
|fleeenemy
|[[actor]] faces away from the player.
|align="right"|'''128'''
|-
|jumptoplayer
|[[actor]] will move vertically and then fall as if jumping.
|align="right"|'''257'''*
|-
|seekplayer
|[[actor]] will try to find the best path to the nearest player.
|align="right"|'''512'''
|-
|furthestdir
|[[actor]] faces the furthest distance from the closest player.
|align="right"|'''1024'''
|-
|dodgebullet
|[[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 00:50, 11 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. 257*
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