Classes:PatrolPoint
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
|
| Patrol point | |||
|---|---|---|---|
| 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; the first argument identifies the next node in the path, and the second argument specifies how long (in seconds) a monster should wait at this node before proceeding to the next one. Because special arguments are only one byte in size, you are effectively limited to 255 path nodes per map (this limit is removed in when using the UDMF format).
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 9024
{
Radius 8
Height 8
Mass 10
+NOGRAVITY
+NOBLOCKMAP
+DONTSPLASH
RenderStyle None
}