Lotag: Difference between revisions
| BlasterDRP (talk | contribs) mNo edit summary | TheMechanic (talk | contribs) m Added note about sector lotag bit 14 | ||
| (7 intermediate revisions by 4 users not shown) | |||
| Line 1: | Line 1: | ||
| lotag is used in the following structures: | |||
| *[[Members of the wall structure|wall]] struct; | [[sprite]] struct; the sprite's current lotag. | ||
| *[[Members of the sector structure|sector]] struct; | *Actor sprites use lotags to specify what skill the sprite should appear on: | ||
| **0 "No Monsters" and above | |||
| **1 "Piece of Cake" and above | |||
| **2 "Let's Rock" and above | |||
| **3 "Come Get Some" and above | |||
| **4 "Damn, I'm Good" only | |||
| *[[Sector_effector]]s use the lotag to define their function | |||
| *See also: [[Sector_Effector_Reference_Guide]] | |||
| [[Members of the wall structure|wall]] struct; | |||
| *On a forcefield, the wall's lotag specifies which switch can turn it off | |||
| *Walls can be assigned a lotag for other special behavior (e.g., to play the "Damn I'm good" sound cue when the player presses use on a mirror) | |||
| *See also [[:Category:Editing_Walls_and_Wall_Effects]] | |||
| [[Members of the sector structure|sector]] struct; | |||
| *Sectors use their lotags for many actions and effects | |||
| *If a sector contains an [[Activatorlocked]] then during the game bit 14 of the sector lotag is used to lock the sector. | |||
| *See also: [[Sector_Tag_Reference_Guide]] | |||
| [[Category:Sector structure members]] | |||
| [[Category:Sprite structure members]] | |||
| [[Category:Wall structure members]] | |||
Latest revision as of 03:55, 1 February 2016
lotag is used in the following structures:
sprite struct; the sprite's current lotag.
- Actor sprites use lotags to specify what skill the sprite should appear on:
- 0 "No Monsters" and above
- 1 "Piece of Cake" and above
- 2 "Let's Rock" and above
- 3 "Come Get Some" and above
- 4 "Damn, I'm Good" only
 
- Sector_effectors use the lotag to define their function
- See also: Sector_Effector_Reference_Guide
wall struct;
- On a forcefield, the wall's lotag specifies which switch can turn it off
- Walls can be assigned a lotag for other special behavior (e.g., to play the "Damn I'm good" sound cue when the player presses use on a mirror)
- See also Category:Editing_Walls_and_Wall_Effects
sector struct;
- Sectors use their lotags for many actions and effects
- If a sector contains an Activatorlocked then during the game bit 14 of the sector lotag is used to lock the sector.
- See also: Sector_Tag_Reference_Guide
