Move: Difference between revisions
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Define outside an actor as so: | Define outside an actor as so: | ||
move <name> <horizontal> <vertical> | '''move''' <name> <horizontal> <vertical> | ||
<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 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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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. | |||
==moveflags== | |||
Values for each <moveflag> (defined in DEFS.CON) are: | |||
dodgebullet | {| {{prettytable}} | ||
!moveflag!!description!!internal value!! | |||
|- | |||
|faceplayer | |||
|[[actor]] faces the player. | |||
|align="right"|'''1''' | |||
|- | |||
|geth | |||
|use horizontal velocity. | |||
|align="right"|'''2''' | |||
|- | |||
|getv | |||
|use vertical velocity. | |||
|align="right"|'''4''' | |||
|- | |||
|randomangle | |||
|[[actor]] will face random direction. | |||
|align="right"|'''8''' | |||
|- | |||
|faceplayerslow | |||
|same as faceplayer, but done gradually. | |||
|align="right"|'''16''' | |||
|- | |||
|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 |