Useractor: Difference between revisions

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'''useractor''' <actortype> <name> [strength] [action] [move] [moveflags...]<br>
#REDIRECT [[actor]]
:(actor code...)<br>
[[enda]]
 
Similar to [[actor]]. This defines a new [[actor]] in a slightly more specific manner, and it does so without restraining the amount of [[define]]d [[actor]]s. Version 1.3D only allowed so many [[actor]]s so to add a new one required replacing another. Version 1.5 remedied this with useractor.
 
<actortype> is technically a [[bitfield]], though "3" is invalid. It is generally either "enemy", "enemystayput", or "notenemy".
 
{| {{prettytable}}
!DEFS.CON Label!!Value!![[htflags]] implied!!Description
|-
|notenemy||0||<font color="gray">(none)</font>||The catch-all default category for generic objects such as decorations. No shadow by default. Will not be targeted if autoaim is enabled. Code begins executing at the start of a level.
|-
|enemy||1||SFLAG_BADGUY||Enables hardcoded behavior for enemies/monsters such as shadows and autoaim. Code only begins executing upon player sight.
|-
|enemystayput||2||SFLAG_BADGUY<br>SFLAG_BADGUYSTAYPUT||Same as "enemy" plus the [[actor]] will not leave the [[sector]] it is placed in.
|-
|<font color="gray">(none)</font>||4||SFLAG_ROTFIXED||"Doesn't move", therefore the actor's position in rotating sectors can be calculated without rounding errors.
|}
 
<name> is the name/tile of the [[actor]]. You can either input a defined name, or the tile number directly.
 
<strength> is the health of the [[actor]]. Also see [[strength]].
 
<action> is the intial [[action]] an [[actor]] uses (optional).
 
<move> is the initial [[move]] of the actor (optional).
 
<moveflags...> is is a (possibly empty) sequence of parameters that specify certain hardcoded movement behavior (optional, see [[move]]).
 
(actor code...) is obviously the code for the [[actor]].
 
[[enda]] ends an [[actor]].
 
 
 
'''useractor''' is typically used for all new [[actor]]s you may code.
 
A shadow may be applied in EDuke32 using the [[spriteshadow]] command.
 
When the notenemy option is chosen, the blocking feature will work differently. For some reason, you can walk through moving actors, but when they stand still, you can't?
 
[[Category:Duke3D 1.3/1.5 commands]]
[[Category:Sprite manipulation]]

Latest revision as of 00:42, 20 February 2020

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