In docorate, it is possible to use something like:
in the see state sequence to make an enemy keep coming after the player, but not try to attack (thereby reducing aggression in enemies using particularly short walking frames).
When I tried the same thing in ZScript...
I got:
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State jumps with index cannot be used on multistate definitions
So, I changed it to
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SPRI A 1 A_Chase (0, 0);
SPRI A 1 A_Chase (0, 0);
SPRI A 1 A_Chase (0, 0);
and I got:
so now I'm using:
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SPRI AAA 1 A_Chase ("See", "See");
That seems to work, and I don't *think* the enemy is jumping to the first fram of the walking sequence ("See" state) every time it is called (I don't want it to - I just want it to carry on in its "See" sequence). I just wanted to check that it was the correct way to do it in ZScript.