A_Wander

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void A_Wander [(int flags)]

Usage

Makes the actor wander around aimlessly, as used by Strife's peasants. An actor will not play active sounds, attack players, or attack any other target when calling this function, unlike A_Chase. A_Wander does nothing when the actor calling it has the STANDSTILL flag set.

Parameters

  • flags: The following flags can be combined using the | symbol:
    • CHF_NORANDOMTURN - Actor will not attempt to turn during their chasing frames at random. They will only turn when they encounter an obstacle.
    • CHF_NODIRECTIONTURN - Actor will not turn its angle to face the direction of travel.
    • CHF_STOPIFBLOCKED - Actor cannot turn away from obstacles blocking it. It will simply not move, but can still angle itself.
  • CHF_DONTTURN - Implies CHF_NORANDOMTURN and CHF_STOPIFBLOCKED.

Examples

Here is an example of an Imp that wanders around randomly looking for players.

actor ImpScout : DoomImp
{
States {
  Spawn:
    TROO AA 3 A_Wander
    TROO A 0 A_Look
    TROO BB 3 A_Wander
    TROO B 0 A_Look
    TROO CC 3 A_Wander
    TROO C 0 A_Look
    TROO DD 3 A_Wander
    TROO D 0 A_Look
    loop
 }
}

A_Look has to repeatedly be called to check for players while it is wandering around. It is also interesting that A_Wander can be in a different way used. This Cacodemon for example is able to teleport, but it's not a real teleport. It just gets invisible and walks around for 0 tics and gets visible again:

actor TeleCaco : Cacodemon
{
States {
   See:
    HEAD A 0 A_Jump(16,"Tele")
    HEAD A 4 A_Chase
    loop
   Tele:
    HEAD A 1 A_SetTranslucent(0.8)
    HEAD A 1 A_SetTranslucent(0.6)     
    HEAD A 1 A_SetTranslucent(0.4)
    HEAD A 1 A_SetTranslucent(0.2)
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    HEAD A 1 A_SetTranslucent(0.2)
    HEAD A 1 A_SetTranslucent(0.4)
    HEAD A 1 A_SetTranslucent(0.6)
    HEAD A 1 A_SetTranslucent(0.8)
    HEAD A 1 A_SetTranslucent(1.0)
    Goto See
 }
}