Lotag: Difference between revisions

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m Added an additional use for lotags on sprites.
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*On a forcefield, the wall's lotag specifies which switch can turn it off
*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)
*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
*See also [[:Category:Editing_Walls_and_Wall_Effects]]





Revision as of 01:03, 25 October 2014

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


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;