RandomJump: Difference between revisions

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*'''misc2''': chance out of 256 to execute the jump
*'''misc2''': chance out of 256 to execute the jump


This codepointer causes the current frame to jump ''instantly'' to another frame (set by '''misc1''') if chance '''misc2'''/256 is passed. Unlike the similar ZDoom "A_Jump" function, the order of parameters is reversed, and the target frame is set absolutely, not in relation to current frame. For example:
This codepointer causes the current frame to jump ''instantly'' to another frame (set by '''misc1''') if chance '''misc2'''/256 is passed. Otherwise, it will wait the normal amount of '''tics''' before going to '''nextframe'''.


frame monster_decide
{
    sprite    MONS
    action    randomjump
    misc1    monster_attack
    misc2    100              #100/256 probability to jump to monster_attack
    tics      10
    nextframe monster_continue_etc 
 
    # caution: wait normally 10 tics before nextframe, OR jump ''instantly'' to monster_attack
    # in practice, tics 0 is used, so that all durations are consistent with each other
}
This codepointer was introduced by the [[MBF]] port.
==See also==
==See also==
*[[List of codepointers]]
*[[List of codepointers]]


[[Category:Codepointers]]
[[Category:Codepointers]]

Revision as of 09:18, 23 May 2010

Arguments:

  • misc1: frame mnemonic or frame dehacked number to jump to
  • misc2: chance out of 256 to execute the jump

This codepointer causes the current frame to jump instantly to another frame (set by misc1) if chance misc2/256 is passed. Otherwise, it will wait the normal amount of tics before going to nextframe.

See also