4page wrote:HorizonNormalizer
... Try setting that to about 40 and it should work a bit better.
That does get things much closer to the kind of behaviour that I was looking for. Thanks once again.
4page wrote:HorizonNormalizer
... Try setting that to about 40 and it should work a bit better.
Class LostSoulBoid : HXA_Boid
{
Override Void Tick()
{
BoidFlight(MaxVelocity: 30,HorizonNormalizer: 5);
super.tick();
}
Default
{
Monster
-NOBLOCKMONST;
-FRIENDLY;
+COUNTKILL;
+MISSILEMORE;
+NOICEDEATH;
+ZDOOMTRANS;
+RETARGETAFTERSLAM;
Scale 0.75;
Health 100;
Radius 16;
Height 56;
Mass 50;
Speed 8;
Damage 3;
PainChance 256;
AttackSound "skull/melee";
PainSound "skull/pain";
DeathSound "skull/death";
ActiveSound "skull/active";
RenderStyle "SoulTrans";
Obituary "$OB_SKULL";
Tag "$FN_LOST";
HXA_Boid.BoidActor "LostSoulBoid";
}
States
{
Spawn:
SKUL AB 10 BRIGHT A_Look();
Loop;
See:
SKUL AB 6 BRIGHT A_Chase();
Loop;
Missile:
SKUL C 10 BRIGHT A_FaceTarget();
SKUL D 4 A_SkullAttack();
SKUL CD 4 BRIGHT;
Goto See;
Pain:
SKUL E 3 BRIGHT;
SKUL E 3 BRIGHT A_Pain;
Goto See;
Death:
SKUL F 6 BRIGHT;
SKUL G 6 BRIGHT A_Scream;
SKUL H 6 BRIGHT;
SKUL I 6 BRIGHT A_NoBlocking;
SKUL J 6;
SKUL K 6;
Stop;
}
}
Override void Tick()
{
if(InStateSequence(CurState, FindState("See")))
{
BoidFlight(MaxVelocity: 30,HorizonNormalizer: 5);
}
super.tick()
}
Users browsing this forum: No registered users and 0 guests