7 - Bomberz

Edit Objects Dialog Box
Logic: GruntStartingPoint
Image Set: GAME_WAPWORLDONLY_TRIGGER some Designerz use GAME_WAPWORLDONLY_GUARDPOINT
Points: 0 see Enemy AI Types for Points: value; Smarts: must contain a value other than 0.
7 identifies this enemy Grunt as type "Bomber"
Smarts: 0 ... default ... the player controlz this Grunt.
1 enemy team number.
2 enemy team number.
3 enemy team number.
Note: Gruntz will attack any other Grunt with a different team number!
Powerup: 0 bare-handed Grunt; see Toolz, Toyz, Cursez and Powerupz for other values.
Direction: 0 (default, solver's Grunt and Post Guardz ... not used)
For any other enemy Grunt, this is the number of Tilez away he will sense any other team's Grunt.
Object Rectangles Dialog Box
Move Rect: Defines Grunt movement limitz in four cardinal directionz
Left 0 This field specifies the number of Tiles to the left of the original position that the Grunt will wander randomly. (Definitely does apply to this enemy AI type.)
Top 0 This field specifies the number of Tiles above the original position that the Grunt will wander randomly. (Definitely does apply to this enemy AI type.)
Right 0 This field specifies the number of Tiles to the right of the original position that the Grunt will wander randomly. (Definitely does apply to this enemy AI type.)
Bottom 0 This field specifies the number of Tiles below the original position that the Grunt will wander randomly. (Definitely does apply to this enemy AI type.)
Bomberz always have Bombz and will hang around a location until they sense one of your Gruntz.
Once a Bomber sensez one of your Gruntz, the Bomber will light his Bomb and make a kamikaze run (in a straight line) for your Grunt, stopping for nothing (except to play with a Toy).
To avoid a kamikaze Bomber, just move your Grunt out of the way once the Bomber startz running!
Running like lightning, the Bomber will even run (diagonally) between Pyramidz !

The range that a Bomber can sense can vary.