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- ...s the player's weapon to the '''Ready''' state of this class and loops the monster's death animation.266 bytes (39 words) - 20:12, 19 January 2013
- | name = Wolfenstein Monster | class = WolfensteinMonster1 KB (172 words) - 05:59, 24 December 2013
- '''A_AlertMonsters''' ...This function is supposed to mimic the functionality of the [[ZDoom:A_AlertMonsters|same function in ZDoom]]. Due to current engine limitations some implement317 bytes (49 words) - 06:07, 15 June 2013
- ...te that this function does not automatically call [[A_FaceTarget]], so the monster may face a different direction than the projectile is fired.824 bytes (114 words) - 05:13, 10 January 2013
- Standard monster AI function. Moves the monster according to the speed property. * ''melee'': If set the monster will jump to the specified state when within the melee range of the target.2 KB (218 words) - 14:30, 29 May 2018
- This is a special actor which makes any patrolling monster face in the same direction it is facing when encountered.354 bytes (46 words) - 19:31, 16 January 2013
- == Monster AI == * [[A_AlertMonsters]]1 KB (148 words) - 03:52, 21 January 2023
- | type = Monster {{property|MONSTER}}934 bytes (99 words) - 14:17, 20 February 2013
- ...table. This flag was added since the number of times a typical Wolfenstein monster calls A_Chase will frequently cycle through the 256-entry random table caus :The monster can active doors. Unlike ZDoom, monsters can open locked doors by default.3 KB (560 words) - 22:32, 10 June 2018
- | type = Monster403 bytes (44 words) - 14:15, 20 February 2013
- | type = Monster399 bytes (44 words) - 14:16, 20 February 2013
- | type = Monster405 bytes (44 words) - 14:16, 20 February 2013
- | type = Monster406 bytes (44 words) - 14:16, 20 February 2013
- ...late the probability of [[A_Chase]]. This is useful for Wolfenstein style monsters as the active sound would otherwised be played far more often than it shou458 bytes (70 words) - 22:05, 17 December 2012
- | type = Monster661 bytes (73 words) - 19:34, 18 February 2013
- | type = Monster658 bytes (74 words) - 19:34, 18 February 2013
- Causes the monster to check its field of vision for any targets.798 bytes (129 words) - 15:05, 1 October 2012
- * Always acquire a target with A_Look before using Monster AI attacks. Right now the player is assumed to be the target. * Inherit from {{Class|WolfensteinMonster}} when creating monster with Wolfenstein style definitions. (NOP A_Chase)6 KB (992 words) - 05:35, 6 March 2017
- :Gives the maximum distance from the center of the monster that a melee attack can reach. :Gives the minimum chance (0-256) the monster has of not attacking when attempting to attack. Lower values are more aggre8 KB (1,183 words) - 03:55, 21 January 2023
- ...he language from ZDoom. DECORATE allows you to define many things such as monsters, decorations, key, and weapons.1 KB (189 words) - 19:25, 7 November 2014