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
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;