-
Quote:
Remarks:
Entity.skill1..entity.skill20 are used for entering default properties in WED. Entity.skill21..entity.skill50 are used by the template scripts, except for entity.skill41..Entity.skill44, which are used for shaders. Entity.skill51..entity.skill100 are free for the user.
-manual

- Yoou can search in the manual for a patrol-example, search for "path_scan", there is a example of patroling, if you work in WED with paths, you can use this way of patroling:
Code:
// move along a path loop
 // uses _FORCE, _MOVEMODE
 action patrol_path()
 {
 // attach entity to nearest path
  result = path_scan(me,my.x,my.pan,vector(360,180,1000));
  if (result == 0) { return; } // no path found
 
 // find first waypoint
  var node = 1; // start at first node
  path_nodepos(my,node,my._TARGET_X);
 
  while (my._MOVEMODE)
  {
 // find direction
    result = vec_to_angle(angle,vec_diff(temp,my._TARGET_X,my.x));
 
 // near target? Find next waypoint of the path
    if (result < 25) {
      node = path_nextnode(my,node,1);
      path_nodepos(my,node,my._TARGET_X);
    }
 
 // turn and walk towards target
    actor_turnto(angle.PAN);
    actor_moveahead(MY._FORCE);
    wait(1);
  }
}


- If the enemy checks, if something touching him, you can set entity.enable_entity = on
Code:
my.ENABLE_ENTITY = ON; // make entity sensitive for entity collision
  my.event = bounce_event;


and in the function bounce_event, the other entity is called by "you", so you can check
Code:
define our_hero, 1;
function bounce_event()
{
  if(you.skill22=our_hero)
  {
    //attack
  }
}


I dont test it, it's just theory, but I hope, it helps =)