https://wiki.eduke32.com/w/api.php?action=feedcontributions&user=LipShEZ&feedformat=atomEDukeWiki - User contributions [en]2024-03-29T10:33:33ZUser contributionsMediaWiki 1.42.0-alphahttps://wiki.eduke32.com/w/index.php?title=Spritenopal&diff=6589Spritenopal2008-04-10T08:56:53Z<p>LipShEZ: Description of this command.</p>
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<div>spritenopal <tilenum> <br />
<br />
Causes sprite <tilenum> to keep its initial [[palette|spritepal]] ignoring palette of the sector it is in.</div>LipShEZhttps://wiki.eduke32.com/w/index.php?title=Spriteflags&diff=6587Spriteflags2008-04-10T08:49:21Z<p>LipShEZ: New flags.</p>
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<div>spriteflags <value><br />
<br />
Sets special flags for sprites. The values are:<br />
<br />
'''1''' - Generates a shadow. See [[spriteshadow]].<br /><br />
'''2''' - Turns [[spritepal|palette]] 6 whenever night vision goggles are used. See [[spritenvg]].<br /><br />
'''4''' - The sprite's shade is unaffected by the shade of its sector. See [[spritenoshade]].<br /><br />
'''8''' - Is a [[defineprojectile|projectile]].<br /><br />
'''16''' - Prevents teleporting. The sprite is not entered into the [[decal deletion queue]].<br />
'''32''' - Is an enemy. See [[useractor]].<br /><br />
'''64''' - Sprite will be insusceptible to floor palette of sector containing this sprite. See [[spritenopal]].<br /><br />
<br />
It is a bitfield, so add together the values you want and then use spriteflags with the sum.<br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Sprite manipulation]]</div>LipShEZhttps://wiki.eduke32.com/w/index.php?title=PROJ_WORKSLIKE&diff=6586PROJ WORKSLIKE2008-04-10T08:27:33Z<p>LipShEZ: Upbuilded columns</p>
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<div>PROJ_WORKSLIKE is a [[defineprojectile]] property used to set flags for projectile function. The flags (defined) are:<br />
<br />
define [[PROJECTILE_FLAG_BULLET]] 1<br />
define [[PROJECTILE_FLAG_RPG]] 2<br />
define [[PROJECTILE_FLAG_BOUNCESOFFWALLS]] 4<br />
define [[PROJECTILE_FLAG_BOUNCESOFFMIRRORS]] 8<br />
define [[PROJECTILE_FLAG_KNEE]] 16<br />
define [[PROJECTILE_FLAG_WATERBUBBLES]] 32<br />
define [[PROJECTILE_FLAG_TIMED]] 64<br />
define [[PROJECTILE_FLAG_NOENEMYHITS]] 128<br />
define [[PROJECTILE_FLAG_SPIT]] 256<br />
define [[PROJECTILE_FLAG_COOLEXPLOSION1]] 512<br />
define [[PROJECTILE_FLAG_BLOOD]] 1024<br />
define [[PROJECTILE_FLAG_LOSESVELOCITY]] 2048<br />
define [[PROJECTILE_FLAG_NOAIM]] 4096<br />
define [[PROJECTILE_FLAG_RANDDECALSIZE]] 8192<br />
define [[PROJECTILE_FLAG_EXPLODEONTIMER]] 16384<br />
define [[PROJECTILE_FLAG_RPG_IMPACT]] 32768<br />
define [[PROJECTILE_FLAG_RADIUS_PICNUM]] 65536<br />
define [[PROJECTILE_FLAG_ACCURATE_AUTOAIM]] 131072<br />
define [[PROJECTILE_FLAG_FORCEIMPACT]] 262144<br />
Note that the damage on impact bit (32768) must be set on the WORKSLIKE of any RPG type projectile (i.e. nonhitscan) for which the projectile itself does damage, as opposed to the damage being caused only by the hitradius.<br />
<br />
Syntax is:<br />
<br />
[[defineprojectile]] <tile number> PROJ_WORKSLIKE <flag value><br />
<br />
<br />
Add all the desired flags together, and use that value for <flag value>. This works similar to [[cstat]].<br />
<br />
[[Category:Projectile_structure_members]]</div>LipShEZhttps://wiki.eduke32.com/w/index.php?title=PROJ_WORKSLIKE&diff=6585PROJ WORKSLIKE2008-04-10T08:25:22Z<p>LipShEZ: Helped out flags</p>
<hr />
<div>PROJ_WORKSLIKE is a [[defineprojectile]] property used to set flags for projectile function. The flags (defined) are:<br />
<br />
define [[PROJECTILE_FLAG_BULLET]] 1<br />
define [[PROJECTILE_FLAG_RPG]] 2<br />
define [[PROJECTILE_FLAG_BOUNCESOFFWALLS]] 4<br />
define [[PROJECTILE_FLAG_BOUNCESOFFMIRRORS]] 8<br />
define [[PROJECTILE_FLAG_KNEE]] 16<br />
define [[PROJECTILE_FLAG_WATERBUBBLES]] 32<br />
define [[PROJECTILE_FLAG_TIMED]] 64<br />
define [[PROJECTILE_FLAG_NOENEMYHITS]] 128<br />
define [[PROJECTILE_FLAG_SPIT]] 256<br />
define [[PROJECTILE_FLAG_COOLEXPLOSION1]] 512<br />
define [[PROJECTILE_FLAG_BLOOD]] 1024<br />
define [[PROJECTILE_FLAG_LOSESVELOCITY]] 2048<br />
define [[PROJECTILE_FLAG_NOAIM]] 4096<br />
define [[PROJECTILE_FLAG_RANDDECALSIZE]] 8192<br />
define [[PROJECTILE_FLAG_EXPLODEONTIMER]] 16384<br />
define [[PROJECTILE_FLAG_RPG_IMPACT]] 32768<br />
define [[PROJECTILE_FLAG_RADIUS_PICNUM]] 65536<br />
define [[PROJECTILE_FLAG_ACCURATE_AUTOAIM]] 131072<br />
define [[PROJECTILE_FLAG_FORCEIMPACT]] 262144<br />
Note that the damage on impact bit (32768) must be set on the WORKSLIKE of any RPG type projectile (i.e. nonhitscan) for which the projectile itself does damage, as opposed to the damage being caused only by the hitradius.<br />
<br />
Syntax is:<br />
<br />
[[defineprojectile]] <tile number> PROJ_WORKSLIKE <flag value><br />
<br />
<br />
Add all the desired flags together, and use that value for <flag value>. This works similar to [[cstat]].<br />
<br />
[[Category:Projectile_structure_members]]</div>LipShEZhttps://wiki.eduke32.com/w/index.php?title=EVENT_RETURNTOCENTER&diff=6584EVENT RETURNTOCENTER2008-04-10T08:02:46Z<p>LipShEZ: </p>
<hr />
<div>EVENT_RETURNTOCENTER is a [[EDuke32_event_list|game event]].<br />
<br />
This [[event]] functioning continuously during center view key is pressed or instantly when player thuds to a ground. <br />
<br />
[[Category:Events]]</div>LipShEZhttps://wiki.eduke32.com/w/index.php?title=EVENT_RETURNTOCENTER&diff=6583EVENT RETURNTOCENTER2008-04-10T07:59:46Z<p>LipShEZ: Drafting this event.</p>
<hr />
<div>EVENT_RETURNTOCENTER is a [[EDuke32_event_list|game event]].<br />
<br />
This [[event]] functioning continuously during center view key is pressed or instantly when player lashes the ground. <br />
<br />
[[Category:Events]]</div>LipShEZhttps://wiki.eduke32.com/w/index.php?title=Event_list&diff=6582Event list2008-04-10T07:40:12Z<p>LipShEZ: A new event added</p>
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<div>{{EDuke32 Intro}}<br />
<br />
This is a list of every event in the current release of EDuke32.<br />
<br />
{| cellpadding="0" cellspacing="0" border="0" width="100%"<br />
| width="33%" valign="top" style="border-right: none; padding: 0.6em;" |<br />
<br />
*[[EVENT_AIMDOWN]]<br />
*[[EVENT_AIMUP]]<br />
*[[EVENT_CHANGEWEAPON]]<br />
*[[EVENT_CHEATGETBOOT]]<br />
*[[EVENT_CHEATGETFIRSTAID]]<br />
*[[EVENT_CHEATGETHEAT]]<br />
*[[EVENT_CHEATGETHOLODUKE]]<br />
*[[EVENT_CHEATGETJETPACK]]<br />
*[[EVENT_CHEATGETSCUBA]]<br />
*[[EVENT_CHEATGETSHIELD]]<br />
*[[EVENT_CHEATGETSTEROIDS]]<br />
*[[EVENT_CROUCH]]<br />
*[[EVENT_DISPLAYCROSSHAIR]]<br />
*[[EVENT_DISPLAYREST]]<br />
*[[EVENT_DISPLAYROOMS]]<br />
*[[EVENT_DISPLAYSBAR]]<br />
*[[EVENT_DISPLAYWEAPON]]<br />
*[[EVENT_DOFIRE]]<br />
*[[EVENT_DRAWWEAPON]]<br />
*[[EVENT_EGS]]<br />
*[[EVENT_ENTERLEVEL]]<br />
*[[EVENT_FAKEDOMOVETHINGS]]<br />
*[[EVENT_FIRE]]<br />
*[[EVENT_FIREWEAPON]]<br />
*[[EVENT_GAME]]<br />
*[[EVENT_GETAUTOAIMANGLE]]<br />
*[[EVENT_GETLOADTILE]]<br />
*[[EVENT_GETMENUTILE]]<br />
<br />
<br />
| width="33%" valign="top" style="border-right: none; border-left: none; padding: 0.6em;" |<br />
<br />
*[[EVENT_GETSHOTRANGE]]<br />
*[[EVENT_HOLODUKEOFF]]<br />
*[[EVENT_HOLODUKEON]]<br />
*[[EVENT_HOLSTER]]<br />
*[[EVENT_INCURDAMAGE]]<br />
*[[EVENT_INIT]]<br />
*[[EVENT_INVENTORY]]<br />
*[[EVENT_INVENTORYLEFT]]<br />
*[[EVENT_INVENTORYRIGHT]]<br />
*[[EVENT_JUMP]]<br />
*[[EVENT_KILLIT]]<br />
*[[EVENT_LOADACTOR]]<br />
*[[EVENT_LOGO]]<br />
*[[EVENT_LOOKDOWN]]<br />
*[[EVENT_LOOKLEFT]]<br />
*[[EVENT_LOOKRIGHT]]<br />
*[[EVENT_LOOKUP]]<br />
*[[EVENT_MOVEBACKWARD]]<br />
*[[EVENT_MOVEFORWARD]]<br />
*[[EVENT_NEXTWEAPON]]<br />
*[[EVENT_PRESSEDFIRE]]<br />
*[[EVENT_PREVIOUSWEAPON]]<br />
*[[EVENT_PROCESSINPUT]]<br />
*[[EVENT_QUICKKICK]]<br />
*[[EVENT_RESETINVENTORY]]<br />
*[[EVENT_RESETPLAYER]]<br />
*[[EVENT_RESETWEAPONS]]<br />
<br />
| width="33%" valign="top" style="border-left: none; padding: 0.6em;" |<br />
<br />
*[[EVENT_RETURNTOCENTER]]<br />
*[[EVENT_SELECTWEAPON]]<br />
*[[EVENT_SHOOT]]<br />
*[[EVENT_SOARDOWN]]<br />
*[[EVENT_SOARUP]]<br />
*[[EVENT_SPAWN]]<br />
*[[EVENT_STRAFELEFT]]<br />
*[[EVENT_STRAFERIGHT]]<br />
*[[EVENT_SWIMDOWN]]<br />
*[[EVENT_SWIMUP]]<br />
*[[EVENT_TURNAROUND]]<br />
*[[EVENT_TURNLEFT]]<br />
*[[EVENT_TURNRIGHT]]<br />
*[[EVENT_USE]]<br />
*[[EVENT_USEJETPACK]]<br />
*[[EVENT_USEMEDKIT]]<br />
*[[EVENT_USENIGHTVISION]]<br />
*[[EVENT_USESTEROIDS]]<br />
*[[EVENT_WEAPKEY1]]<br />
*[[EVENT_WEAPKEY10]]<br />
*[[EVENT_WEAPKEY2]]<br />
*[[EVENT_WEAPKEY3]]<br />
*[[EVENT_WEAPKEY4]]<br />
*[[EVENT_WEAPKEY5]]<br />
*[[EVENT_WEAPKEY6]]<br />
*[[EVENT_WEAPKEY7]]<br />
*[[EVENT_WEAPKEY8]]<br />
*[[EVENT_WEAPKEY9]]<br />
<br />
|}<br />
<br />
All [[events]] are accessed using the [[onevent]] command.<br />
<br />
[[Category:Event manipulation]]</div>LipShEZhttps://wiki.eduke32.com/w/index.php?title=EVENT_DOFIRE&diff=6581EVENT DOFIRE2008-04-10T07:38:19Z<p>LipShEZ: Added a new link.</p>
<hr />
<div>EVENT_DOFIRE is a [[EDuke32_event_list|game event]].<br />
<br />
This [[event]] is called with every shot of any player's weapon regardless of it animation type and position of shooting frame (i. e. [[weaponcount]] number). Operation of this event is instantaneous.<br />
<br />
[[Category:Events]]</div>LipShEZhttps://wiki.eduke32.com/w/index.php?title=EVENT_DOFIRE&diff=6577EVENT DOFIRE2008-04-09T20:54:54Z<p>LipShEZ: Added links.</p>
<hr />
<div>EVENT_DOFIRE is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].<br />
<br />
This [[event]] is called with every shot of any player's weapon regardless of it animation type and position of shooting frame (i. e. weaponcount number). Operation of this event is instantaneous.<br />
<br />
[[Category:Events]]</div>LipShEZhttps://wiki.eduke32.com/w/index.php?title=EVENT_DOFIRE&diff=6576EVENT DOFIRE2008-04-09T20:52:32Z<p>LipShEZ: </p>
<hr />
<div>EVENT_DOFIRE is a game event. <br />
<br />
This event is called with every shot of any player's weapon regardless of it animation type and position of shooting frame (i. e. weaponcount number). Operation of this event is instantaneous.</div>LipShEZhttps://wiki.eduke32.com/w/index.php?title=EVENT_DOFIRE&diff=6575EVENT DOFIRE2008-04-09T20:51:54Z<p>LipShEZ: Added description.</p>
<hr />
<div>EVENT_WEAPKEY1 is a game event. <br />
<br />
This event is called with every shot of any player's weapon regardless of it animation type and position of shooting frame (i. e. weaponcount number). Operation of this event is instantaneous.</div>LipShEZhttps://wiki.eduke32.com/w/index.php?title=EVENT_PRESSEDFIRE&diff=6574EVENT PRESSEDFIRE2008-04-09T17:22:08Z<p>LipShEZ: Description of this event.</p>
<hr />
<div>EVENT_PRESSEDFIRE is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].<br />
<br />
This [[event]] turns on when you press the shoot key (Ctrl. by default) and proceeds until this key is holding.<br />
<br />
[[Category:Events]]</div>LipShEZ