ACTOR Fly 9662
{
//Health 1
Radius 3
Height 3
Speed 1
Mass 10
Scale 0.25
//PainChance 255
//MONSTER
ActiveSound "Flying/Fly"
//-COUNTKILL
//-CANUSEWALLS
//-SOLID
+BOUNCEONWALLS
+FLOAT
+NOGRAVITY
//-SHOOTABLE
States
{
Spawn:
FLYA A 10 A_Look
Loop
See:
TNT1 A 0 A_Chase
FLYA AAABBB 1 A_Wander
Loop
//Death:
//TNT1 A 0 A_PlaySound("FlyHit/Hit",0,1)
//FLYD A -1
//Stop
}
}
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TNT1 A 0
{
if (Random(0, 255) < 50)
{
A_SetSpeed(RandomPick(1, 3, 5));
}
}
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Alright, I implemented your code and it seems to be working fine, but now it does not do the A_JumpIfCloser part.
Does 'Active' only refer to when an enemy is chasing a player/enemy?
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Spawn:
FLYA AAABBB 1 A_Wander
TNT1 A 0
{
A_Look;
if (Random(0, 255) < 50)
{
A_SetSpeed(RandomPick(1, 3, 5));
}
}
Loop
Spawn:
FLYA AAABBB 1
{
A_Wander;
if (Random(0, 255) < 3) // 3/256 chance of playing the active sound, similar to A_Chase.
{
PlayActiveSound();
}
}
TNT1 A 0
{
A_Look;
if (Random(0, 255) < 50)
{
A_SetSpeed(RandomPick(1, 3, 5));
}
}
Loop
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