phobosdeimos1 Posted July 31, 2011 actor ZombieMan 3004 { ... states { Spawn: POSS AB 10 A_Look loop See: POSS AABBCCDD 4 A_Chase loop Missile: POSS E 10 A_FaceTarget POSS F 8 A_PosAttack POSS E 8 goto See Pain: POSS G 3 POSS G 3 A_Pain goto See Death: POSS H 5 POSS I 5 A_Scream POSS J 5 A_Fall POSS K 5 POSS L -1 stop XDeath: POSS M 5 POSS N 5 A_XScream POSS O 5 A_Fall POSS PQRST 5 POSS U -1 stop Raise: POSS KJIH 5 goto See } } Isn't the 'see' state the same as writing: POSS ABCD 8 A_Chase loop Why does every Doom actor use each of the movement frames twice? Hell, I'll never understand anything to do with scripting 0 Share this post Link to post
esselfortium Posted July 31, 2011 Monsters only move when A_Chase is called. They move a set amount based on their Speed. If you call A_Chase half as many times, they move only half as often, and you get choppy movement. I think less frequent A_Chase frames also will mean they attack less frequently. 0 Share this post Link to post
Antroid Posted July 31, 2011 The wait period (the number) and the function call happen after every frame (letter) in a line. Basically, each frame moves the thing by it's speed and has a delay. What is done first i don't actually know, probably the function. You can make guys move super-smoothly if you reduce speed and wait and multiply the number of letters. Though that would clash with original monsters and their choppy movement. 0 Share this post Link to post
Zom-B Posted July 31, 2011 Wouldn't the latter not make them look very hyper and nervous? The a_chase function often changes the angle of the monster by a lot to make the monster look more intelligent by trying alternate paths to the payer rather than straight toward him. 0 Share this post Link to post
Antroid Posted July 31, 2011 Yeah it probably would. I was mostly trying to illustrate the principle anyway. Also the animation ends up still as slow as it is if you multiply the number of frames sufficiently. 0 Share this post Link to post