Classes:PatrolPoint

From ZDoom Wiki
Jump to: navigation, search
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Patrol point
Actor type Script thing Game MiniZDoomLogoIcon.png
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.

DECORATE definition

ACTOR PatrolPoint
{
  Radius 8
  Height 8
  Mass 10
  +NOGRAVITY
  +NOBLOCKMAP
  +DONTSPLASH
  RenderStyle None
}

See Also