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!!
geth - use horizontal velocity.
|-
 
|faceplayer
getv - use vertical velocity.
|[[actor]] faces the player.
 
|-
randomangle - [[actor]] will face random direction.
|geth
 
|use horizontal velocity.
faceplayerslow - same as faceplayer, but done gradually.
|-
 
|getv
spin - spin in a clockwise circle.
|use vertical velocity.
 
|-
faceplayersmart - same as faceplayer, but with a slight "lead" on position.
|randomangle
 
|[[actor]] will face random direction.
fleeenemy - [[actor]] faces away from the player.
|-
 
|faceplayerslow
jumptoplayer - [[actor]] will move vertically and then fall as if jumping.
|same as faceplayer, but done gradually.
 
|-
seekplayer - [[actor]] will try to find the best path to the nearest player.
|spin
 
|spin in a clockwise circle.
furthestdir - [[actor]] faces the furthest distance from the closest player.
|-
 
|faceplayersmart
dodgebullet - [[actor]] attempts to avoid all shots directed at him. The [[actor]] will not avoid GROWSPARK.
|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.
|}


[[Category:Duke3D 1.3/1.5 commands]]
[[Category:Duke3D 1.3/1.5 commands]]
[[Category:Sprite manipulation]]
[[Category:Sprite manipulation]]

Revision as of 12:41, 1 December 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 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
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.