RandomJump: Difference between revisions
From Eternity Wiki
Jump to navigationJump to search
(New page: 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 ''instan...) |
No edit summary |
||
Line 4: | Line 4: | ||
*'''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 | 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 | frame monster_decide |
Revision as of 08:57, 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 }