Documentation Project

dont know if it ok to post here but diging in the forums about jumpmove, found a post of utunels about how a 7 value both in x as in z fixed the limitation of value 2 in wich a static jump cant move. test it and works
this is the info in the manual.

jumpmove {fx} {fz}

  • This allows Player to modify player's jump movement.
  • {fx} determines effect in x axis:
    • 0 = (default) No effect.
    • 1 = Left/Right changes facing direction during jump.
    • 2 = Left/Right changes jumping speed during jump (doesn't work with static jump).
    • 3 = Combination of 1 and 2.
  • {fz} determines effect in z axis:
    • 0 = (default) No effect.
    • 1 = Walking/running momentum is carried during jump.
    • 2 = Up/Down changes jumping speed during jump (doesn't work with static jump).
    • 3 = Combination of 1 and 2.
That's all very out of date and best left be.

DC
 
dont know if it ok to post here but diging in the forums about jumpmove, found a post of utunels about how a 7 value both in x as in z fixed the limitation of value 2 in wich a static jump cant move. test it and works
this is the info in the manual.
This is already on the legacy manual :)
 
Digging into the source code I've found some more information that, once confirmed, we can add to the manual:

Biker:
• The Rider is spawned at Y+10 from the parent.

• Rider won't copy the map from the Biker entity neither there is a way the change it's palette by native means (until 6931 at least) - Coinfirmed

• The manual says "Bikers should normally be spawned further out than other enemies. You'll probably want around 400 or -80 (But not more than -200 or 520, or they'll die)" but, from what I saw at the code, one of the values is wrong:

C:
// for old bikers
int biker_move()
{


if((self->direction == DIRECTION_RIGHT) ? (self->position.x > advancex + (videomodes.hRes + 200)) : (self->position.x < advancex - 200))

Unless I am mistaken, they are spawn either at -200 or (video horizontal resolution +200) - confirmed

SUBTYPE BIKER is called with the following settings:

Code:
subject_to_hole                                = 1;
        subject_to_gravity                             = 1;
        subject_to_basemap                             = 0;
        subject_to_wall                                = 0;
        subject_to_platform                            = 0;
        subject_to_screen                              = 0;
        subject_to_minz                                = 1;
        subject_to_maxz                                = 1;
        no_adjust_base                                 = 0;

I know each type has a group of default settings aplied by default and here are the default values as I could get from the source:

TYPE PLAYER

Code:
chainlength            = 4;
        bounce                 = 1;
        subject_to_basemap     = 1;
        subject_to_wall        = 1;
        subject_to_platform    = 1;
        subject_to_obstacle    = 1;
        subject_to_hole        = 1;
        subject_to_gravity     = 1;
        subject_to_screen      = 1;
        subject_to_minz        = 1;
        subject_to_maxz        = 1;
        no_adjust_base         = 0;


TYPE ENEMY

Code:
        bounce                 = 1;
        subject_to_basemap     = 1;
        subject_to_wall        = 1;
        subject_to_platform    = 1;
        subject_to_hole        = 1;
        subject_to_obstacle    = 1;
        subject_to_gravity     = 1;
        subject_to_minz        = 1;
        subject_to_maxz        = 1;
        no_adjust_base         = 0;

TYPE ITEM

Code:
        subject_to_basemap     = 1;
        subject_to_wall        = 1;
        subject_to_platform    = 1;
        subject_to_hole        = 1;
        subject_to_obstacle    = 1;
        subject_to_gravity     = 1;
        subject_to_minz        = 1;
        subject_to_maxz        = 1;
        no_adjust_base         = 0;

TYPE OBSTACLE
That is a curious one - I can't understand the NOATTACK part.

Code:
        aimove |= AIATTACK1_NOATTACK;
        subject_to_basemap     = 1;
        subject_to_wall        = 1;
        subject_to_platform    = 1;
        subject_to_hole        = 1;
        subject_to_gravity     = 1;
        subject_to_minz        = 1;
        subject_to_maxz        = 1;
        no_adjust_base         = 0;

TYPE STEAMER
Code:
offscreenkill = 80;

TYPE PSHOT
Code:
aimove = 0;
        subject_to_hole                = 0;
        subject_to_gravity             = 1;
        subject_to_basemap             = 0;
        subject_to_wall                = 0;
        subject_to_platform            = 0;
        subject_to_screen              = 0;
        subject_to_minz                = 1;
        subject_to_maxz                = 1;
        subject_to_platform            = 0;
        no_adjust_base                 = 1;

TYPE TRAP
Code:
        subject_to_basemap     = 1;
        subject_to_wall        = 1;
        subject_to_platform    = 1;
        subject_to_hole        = 1;
        subject_to_gravity     = 1;
        subject_to_minz        = 1;
        subject_to_maxz        = 1;
        no_adjust_base         = 0;

TYPE TEXT
Code:
        subject_to_gravity     = 0;
        subject_to_minz        = 1;
        subject_to_maxz        = 1;

TYPE ENDLEVEL
Code:
        subject_to_basemap     = 1;
        subject_to_wall        = 1;
        subject_to_platform    = 1;
        subject_to_hole        = 1;
        subject_to_obstacle    = 1;
        subject_to_gravity     = 1;

TYPE NPC
Code:
        bounce                 = 1;
        subject_to_basemap     = 1;
        subject_to_wall        = 1;
        subject_to_platform    = 1;
        subject_to_hole        = 1;
        subject_to_obstacle    = 1;
        subject_to_gravity     = 1;
        subject_to_minz        = 1;
        subject_to_maxz        = 1;
        no_adjust_base         = 0;

TYPE PANEL
Code:
        antigravity            = 1.0; //float type
        subject_to_gravity     = 1;
        no_adjust_base         = 1;
oh thx for this will use it in future work
 
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