VileChase: Difference between revisions

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(New page: Type: AI pointer, normal Purpose: Causes an object to look for monster corpses as it walks. When a corpse is encountered which has a resurrection state, is currently in a frame with a -1 ...)
 
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Type: AI pointer, normal
{{codepointer
|description=Chase for target while also potentially raising the dead in the way (like the Doom 2 archvile).
|usage='''VileChase'''
|examples=
From base/doom/things.edf:
  See:
    VILE AABBCCDDEEFF 2 A_VileChase
    loop
|notes=When a corpse (thing with the '''CORPSE''' [[thing type flags|flag]] set) is encountered which has a resurrection state, is currently in a frame with a -1 tics value, and is not currently blocked by any other creature, the object will stop beside it and transfer to its '''healstate''' ('''Heal''' on Decorate) or, if not set, to frame #266 ('''S_VILE_HEAL''' in Doom). The object being resurrected will emit the '''slop''' sound and will be placed into its first resurrection frame ('''raisestate''' or '''Raise''').


Purpose: Causes an object to look for monster corpses as it walks. When a corpse is encountered which has a resurrection state, is currently in a frame with a -1 tics value, and is not currently blocked by any other creature, the object will stop beside it and transfer to frame #266 (S_VILE_HEAL). The object being resurrected will emit the DSSLOP sound and will be placed into its first resurrection frame. The resurrected object's normal height, radius, health, and flags information will be restored. Friendliness of the object performing the resurrection will be transferred to the resurrected object (friendly objects resurrect friends, and vice versa). If no corpses are found to resurrect, control transfers to the Chase codepointer for normal attack and walking logic.
The resurrected object's normal height, radius, health, and flags information will be restored. Friendliness of the object performing the resurrection will be transferred to the resurrected object (friendly objects resurrect friends, and vice versa). If no corpses are found to resurrect, control transfers to the [[Chase]] codepointer for normal attack and walking logic.


Notes: If comp_vile is set, crushed creatures will not have their height or radius information restored, and will become "ghosts."
If '''comp_vile''' is set in the game configuration or [[OPTIONS]], crushed creatures will not have their height or radius information restored, and will become "ghosts."
|seealso=
*[[Chase]]
}}

Latest revision as of 02:55, 19 April 2020

Description

Chase for target while also potentially raising the dead in the way (like the Doom 2 archvile).

Usage

VileChase

Parameters

No parameters.

Examples

From base/doom/things.edf:

 See:
   VILE AABBCCDDEEFF 2 A_VileChase
   loop

Notes

When a corpse (thing with the CORPSE flag set) is encountered which has a resurrection state, is currently in a frame with a -1 tics value, and is not currently blocked by any other creature, the object will stop beside it and transfer to its healstate (Heal on Decorate) or, if not set, to frame #266 (S_VILE_HEAL in Doom). The object being resurrected will emit the slop sound and will be placed into its first resurrection frame (raisestate or Raise).

The resurrected object's normal height, radius, health, and flags information will be restored. Friendliness of the object performing the resurrection will be transferred to the resurrected object (friendly objects resurrect friends, and vice versa). If no corpses are found to resurrect, control transfers to the Chase codepointer for normal attack and walking logic.

If comp_vile is set in the game configuration or OPTIONS, crushed creatures will not have their height or radius information restored, and will become "ghosts."

See also