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  • :The actor does not respond to sounds and instead waits for the player to come in line of sight. :This item is picked up even if the player has no use for it.
    3 KB (560 words) - 22:32, 10 June 2018
  • ...n calls (usually [[A_Look]]) it takes for the actor to react to seeing the player. The random portion is the maximum number of tics to add to the base value. ...[[A_Chase]]. The speed will be changed to runspeed when the actor sees the player.
    8 KB (1,183 words) - 03:55, 21 January 2023
  • ...base class which defines a Backpack, for expanding how much ammunition the player may carry at a time.
    1,008 bytes (138 words) - 18:08, 28 May 2018
  • ...ll be spawned when the last boss dies. The '''Ready''' state replaces the player's weapon during the sequence.
    842 bytes (112 words) - 19:27, 16 January 2013
  • Performs a player melee attack.
    813 bytes (121 words) - 19:39, 1 October 2012
  • ...ctive of the game Spear of Destiny. This item, when picked up, freezes the player and plays the pickup sound. After the sound plays the '''PICKUP''' state i
    866 bytes (109 words) - 18:48, 16 January 2013
  • ...y having the enemy move in a "random" direction and then try to get to the player from their new position. At the end of <tt>SelectChaseDir</tt> this is don ...f indeterministic code. While indeterminism is a primary reason that multiplayer is not a trivial add to the vanilla engine, the way that the Wolfenstein 3D
    13 KB (2,243 words) - 18:37, 30 December 2016
  • :Checks the players inventory and gives these items if they are lacking. :Default: No items are given to the player.
    4 KB (651 words) - 14:55, 16 May 2021
  • :Sets if the tile should appear on the auto map even if the player hasn't seen it. The value must be greater than the [[MAPINFO/Skill_definiti ::Default is undefined (tiles will only appear on map when the player has seen it).
    12 KB (1,851 words) - 03:54, 21 January 2023
  • ...e that entries in this list may be postfixed with :pspr to give the sprite player sprite offsets (weapons for example would use this.)
    1 KB (192 words) - 04:54, 21 May 2012
  • ...e same graphics, except that it has twice as many hit points and gives the player twice as many points. This would be done in the following way:
    1 KB (192 words) - 18:23, 16 January 2013
  • ...on it is facing. When the victory spin detects the actor bumping into the player, it will be turned into a projectile with the run speed as the velocity and
    1 KB (173 words) - 05:47, 11 June 2013
  • ** '''CHF_BACKOFF''' - Causes the actor to run away from the player if it gets too close.
    2 KB (218 words) - 14:30, 29 May 2018
  • ...lfenstein 3d, and as such is the final obstacle standing in the way of the player's escape from the titular castle. He is a huge, blond-haired and blue-armou
    1 KB (166 words) - 19:05, 16 January 2013
  • ...map to be used as the background for the "Meet the Cast" screen. Place the player start at the beginning of a long hall. 1-5 tiles wide.
    2 KB (240 words) - 18:32, 4 January 2018
  • ...cquire a target with A_Look before using Monster AI attacks. Right now the player is assumed to be the target. ...layer.viewheight}} needs to be set to 32 unless you inherit from {{Class|BJPlayer}}.
    6 KB (992 words) - 05:35, 6 March 2017
  • ...perty|player.viewheight}}, {{property|player.forwardmove}}, and {{property|player.sidemove}}. * Added {{property|player.damagescreencolor}}
    14 KB (2,094 words) - 07:38, 2 February 2023
  • Make a basic map with a player start and all that jazz.
    2 KB (374 words) - 08:17, 18 December 2013
  • :Used when the actor should be chasing its target (usually the player).
    3 KB (504 words) - 19:22, 20 February 2013
  • * <tt>playerclasses = "<class>", ...</tt> :Sets the selectable player classes.
    5 KB (643 words) - 09:21, 29 May 2018

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