Read-only archive of the Armageddon Games Forums Archive (2000–2026) · About this archive

Digdogger Movement

6 replies · 1,808 views · Started 15 August 2011

It appears that digdoggers have a higher change rate then 2 which is what the enemy editor says.Is this how they are suppose to behave?

I think that's random rate you're talking about. And what do you mean by a higher rate than what it's set to? Random rate determines how often the enemy considers changing direction after moving to a new combo.

True, but I always thought of their pattern as pure randomness, and not even falling on combos, but rather moving at a pixel-level granularity (never mind that last part, that's totally out of my speculation). Is the random rate a denominator? IOW, is the 2 really a 1/2?

Because if it's a numerator (2/100 or 2/255 or 2/whatever), then that does seem terribly low. If it's a denominator, then I hope the devs have checked for a zero there. 😉

Here's how it works: every n frames, flying enemies use the Random Rate to determine if their direction should change. n equals 16 for Digdoggers and Manhandlas, 9 for severed Gleeok heads, 8 for Patras, Keese and Peahats, and 12 for phantom Ghinis. These values seem like they ought to be editable, but they aren't, so I guess this is the real "bug" if there is any.

So, every 16 frames, the Digdogger does a check to see if it will change direction. If rand() modulo the Random Rate equals 0*, then it chooses a new direction. So in the normal case, it has a 1 in 2 chance.

By the way, the Big Digdogger currently doesn't use the Random Rate at all, instead always using 2.

*If Random Rate is 0 then it never changes direction unless it encounters an obstruction to its movement - a No Enemies flag or the end of the screen, for instance.

_L_ wrote:Here's how it works: every n frames, flying enemies use the Random Rate to determine if their direction should change. n equals 16 for Digdoggers and Manhandlas, 9 for severed Gleeok heads, 8 for Patras, Keese and Peahats, and 12 for phantom Ghinis. These values seem like they ought to be editable, but they aren't, so I guess this is the real "bug" if there is any.

So, every 16 frames, the Digdogger does a check to see if it will change direction. If rand() modulo the Random Rate equals 0*, then it chooses a new direction. So in the normal case, it has a 1 in 2 chance.

By the way, the Big Digdogger currently doesn't use the Random Rate at all, instead always using 2.

*If Random Rate is 0 then it never changes direction unless it encounters an obstruction to its movement - a No Enemies flag or the end of the screen, for instance.



So has this bug been fixed then? Basically the bug is digdogger doesn't move like a manhandla does. Which it should if I understand you correctly/