Is there a way to make enemies switch between walking and flying depending on the current situation?
Switching to walking when they land on the floor, switching to flying when they need to ascend to reach the player or when they walk off a ledge.
Flying/walking enemies
Re: Flying/walking enemies
You can call states for things via RTS to force FLY & CHASE states onto things. You can also use JUMP commands interchangeably for smooth effects. And for dropping off ledges, make sure you dont have EDGEWALKER as a SPECIAL. They'll fall from cliffs and ledges, and you can use FALL states for when the enemy drops down.
Official 3DGE64 Project Portal - Public Repository for 3DGE 64.
Re: Flying/walking enemies
FALL states, does that work for non-players?
Re: Flying/walking enemies
Sorry about the confusion, I just read my old post - the FALL state is not a true hard-coded state, but rather a custom defined one. Let's say you were in a low-gravity situation.
EDIT: This methods not only works for non-players, but for ALL things: including items![Wink ;)](./images/smilies/icon_e_wink.gif)
It would similar to using the flying powerup in Heretic, but if you crossed a certain linedef that is tagged to call RTS, that linedef will trigger immediately upon crossing it.
Calls to this:
This is poorly written from scratch and not tested. But assuming if everything works correctly, when that linedef is crossed, it should make the player stop flying and descend to the ground. Use another trigger to enable another state (FLY), for a seamless transition.
I know we have the wiki now, but I still refer to the old EDGE documentation as there are some gaps missing on the web. Here is the link:
http://edge.sourceforge.net/edit_guide/overview.htm
EDIT: This methods not only works for non-players, but for ALL things: including items
![Wink ;)](./images/smilies/icon_e_wink.gif)
It would similar to using the flying powerup in Heretic, but if you crossed a certain linedef that is tagged to call RTS, that linedef will trigger immediately upon crossing it.
Code: Select all
START_MAP MAP01
TAGGED_DISABLED
TAG 1 (VERY important, this calls whatever state is linked to RTS_ENABLE_TAG() (X): in this case FALL state)
RADIUS_TRIGGER 0 0 -1 (change parameters to coordinates on map)
SLEEP
END_RADIUS_TRIGGER
END_MAP
Code: Select all
States(Fall)=NULL:A:0:NORMAL:RTS_ENABLE_TAG(1),
NULL:A:0:NORMAL:NOTHING;
This is poorly written from scratch and not tested. But assuming if everything works correctly, when that linedef is crossed, it should make the player stop flying and descend to the ground. Use another trigger to enable another state (FLY), for a seamless transition.
I know we have the wiki now, but I still refer to the old EDGE documentation as there are some gaps missing on the web. Here is the link:
http://edge.sourceforge.net/edit_guide/overview.htm
Official 3DGE64 Project Portal - Public Repository for 3DGE 64.
Re: Flying/walking enemies
What's missing from the old tutorial site versus the Wiki? AFAIK the Wiki is more up-to-date than the old stuff.
\(סּںסּَ` )/ۜ