A_Gravity
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A_Gravity
(no parameters)
Makes the calling actor subject to normal gravity so it will fall down when in mid-air.
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.