Classes:PatrolPoint
Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
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Patrol point | |||
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Actor type | Script thing | Game | ![]() |
DoomEd Number | 9024 | Class Name | PatrolPoint |
Classes: PatrolPoint
Monster routes are controlled through the use of patrol points, or path nodes. A patrol point ignores its special and assigns special meaning to its arguments.
Arguments
Patrol points take two arguments:
- args[0] → TID of the next PatrolPoint in the path.
- args[1] → time (in seconds) a monster should wait at this node before proceeding to the next one.
To set a monster on a path, you have two options: use the Thing_SetGoal special in a script or on a line to send a monster or group of monsters to a node, or set a monster's special to Thing_SetGoal. If a monster's special is Thing_SetGoal, and the tid specified for the special is 0, the monster will be sent to the node automatically when the level is loaded, and its special will be ignored if it dies.
Also of note is the patrol special thing which can be used to execute a thing special when an actor reaches a certain path node.
ZScript definition
Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub. |
class PatrolPoint : Actor
{
Default
{
Radius 8;
Height 8;
Mass 10;
+NOGRAVITY
+NOBLOCKMAP
+DONTSPLASH
+NOTONAUTOMAP
RenderStyle "None";
}
}
DECORATE definition
![]() |
Warning: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above. |
ACTOR PatrolPoint { Radius 8 Height 8 Mass 10 +NOGRAVITY +NOBLOCKMAP +DONTSPLASH RenderStyle None }