Editing RandomWalk

From Eternity Wiki
Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 2: Line 2:
  
 
Causes an object to walk around in randomly chosen directions, whether it has no target or has acquired a target via being damaged. Neither friends nor enemies using this pointer will follow the player at any time. This pointer has a 24/256 chance of setting the object back to its spawn state once movement in one direction has stopped. If the spawn state doesn't call RandomWalk, this allows the object to periodically stop movement. It is possible for a thing using RandomWalk to transfer to use of normal AI via [[Look]] and [[Chase]], but note that if a thing using RandomWalk walks into a sector where alerting sound has occurred at any time during gameplay, it would awaken instantly if the Look pointer was then used. Things using this pointer will not continue to walk into obstructions, but will choose a different random direction in which to walk. Things using this pointer never attack while walking, though it is possible to set up retaliatory attacks from a thing's other states, such as the pain state, in concert with the [[TargetJump]] codepointer.
 
Causes an object to walk around in randomly chosen directions, whether it has no target or has acquired a target via being damaged. Neither friends nor enemies using this pointer will follow the player at any time. This pointer has a 24/256 chance of setting the object back to its spawn state once movement in one direction has stopped. If the spawn state doesn't call RandomWalk, this allows the object to periodically stop movement. It is possible for a thing using RandomWalk to transfer to use of normal AI via [[Look]] and [[Chase]], but note that if a thing using RandomWalk walks into a sector where alerting sound has occurred at any time during gameplay, it would awaken instantly if the Look pointer was then used. Things using this pointer will not continue to walk into obstructions, but will choose a different random direction in which to walk. Things using this pointer never attack while walking, though it is possible to set up retaliatory attacks from a thing's other states, such as the pain state, in concert with the [[TargetJump]] codepointer.
 
==See also==
 
*[[Chase]]
 
*[[KeepChasing]]
 
*[[Look]]
 
  
 
[[Category:Codepointers]]
 
[[Category:Codepointers]]

Please note that all contributions to Eternity Wiki are considered to be released under the GNU Free Documentation License 1.2 (see Eternity Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel | Editing help (opens in new window)