A_Gravity
Makes the calling actor subject to normal gravity so it will fall down when in mid-air.
A_Gravity
(no parameters)
Examples
Jump:
SILE H 0 A_SetFloat
SILE H 0 A_NoGravity
SILE H 0 A_ChangeFlag ("NODAMAGE", 1)
SILE HHH 1 A_SpawnItemEx ("flythrust")
SILE H 30 A_ChangeFlag ("NODAMAGE", 0)
SILE A 10
SILE P 0 A_Jump (80, "Missile2J")
SILE P 0 A_Jump (90, "MissileKJ")
SILE P 0 A_Jump (85, "MissileKiJ")
SILE L 1 BRIGHT A_FaceTarget
SILE LMN 3 BRIGHT A_FaceTarget
SILE O 10 BRIGHT A_FaceTarget
SILE P 0 A_PlaySound ("ki/shot")
SILE O 2 BRIGHT A_SpawnProjectile ("kiblast", 35, 0)
SILE N 8 BRIGHT A_PlaySound ("ka/charge", 0, 150.0)
SILE N 0 BRIGHT A_PlaySound ("kI/shot", 0, 150.0)
SILE LMNO 3
SILE O 10 BRIGHT A_SpawnProjectile ("KiblastBig", 35, 0)
Goto Land
Land:
SILE H 0 A_UnsetFloat
SILE H 25 A_Gravity
Goto see
This is the jump decorate code to the monster SaiyinVileGoku from Zero Invasion. The code starts out with taking out gravity with A_NoGravity, then, the monster gets a thrust upward causing the monster to appear to jump. When the monster is floating with no gravity, he needs to come back to the ground therefore; utilizing A_Gravity.
This whole decorate function will make this monster appear to jump, fly, and come back down using A_Gravity and A_NoGravity, just like a Saiyin in the Dragon Ball Z series.
See also
This article is issued from Zdoom. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.