Movesprite: Difference between revisions

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'''movesprite''' <[[sprite id]]> <xvel> <yvel> <zvel> <[[clipmask]]> <returnvar>
'''movesprite''' <[[sprite id]]> <xvel> <yvel> <zvel> <[[clipmask]]> <returnvar>


''This page is a incomplete. Please help us by filling in additional information.''
''This page is incomplete. Please help us by filling in additional information.''


movesprite allows a modder to move an [[actor]] along an arbitrary x, y, or z velocity and adjust the [[clipmask]] used, thereby changing what the actor will collide with. The variable <returnvar> will be either 0 or the id of what was hit. This is sectioned by different areas of the struct. Add 16384 to <returnvar> to get the result of the sprite structure member that may have been hit for example.
movesprite gives the capability to move an [[actor]] along an arbitrary x, y, or z velocity and adjust the [[clipmask]] used, thereby changing what the actor will collide with. The variable <returnvar> will be either 0 or the id of what was hit. This is sectioned by different areas of the struct. Add 16384 to <returnvar> to get the result of the sprite structure member that may have been hit for example.


'''Critical notes:''' It is possible that <zvel> will be non-functional unless "fall" is called immediately before movesprite. Also movesprite and [[move]] commands do not mix well. You are likely to get unintended results.
'''Critical notes:''' It is possible that <zvel> will be non-functional unless "fall" is called immediately before movesprite. Also movesprite and [[move]] commands do not mix well. You are likely to get unintended results.

Revision as of 10:48, 20 January 2013

movesprite <sprite id> <xvel> <yvel> <zvel> <clipmask> <returnvar>

This page is incomplete. Please help us by filling in additional information.

movesprite gives the capability to move an actor along an arbitrary x, y, or z velocity and adjust the clipmask used, thereby changing what the actor will collide with. The variable <returnvar> will be either 0 or the id of what was hit. This is sectioned by different areas of the struct. Add 16384 to <returnvar> to get the result of the sprite structure member that may have been hit for example.

Critical notes: It is possible that <zvel> will be non-functional unless "fall" is called immediately before movesprite. Also movesprite and move commands do not mix well. You are likely to get unintended results.