RandomJump: Difference between revisions
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# in practice, tics 0 is used, so that all durations are consistent with each other | # 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 07:57, 12 February 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. 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:
frame monster_decide
{
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.