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"
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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.
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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.)
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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.)
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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.)
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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.)
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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.
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