https://wiki.eduke32.com/w/api.php?action=feedcontributions&user=66.97.115.134&feedformat=atomEDukeWiki - User contributions [en]2024-03-29T10:43:14ZUser contributionsMediaWiki 1.42.0-alphahttps://wiki.eduke32.com/w/index.php?title=Rotatesprite&diff=7611Rotatesprite2009-01-08T18:21:05Z<p>66.97.115.134: </p>
<hr />
<div>rotatesprite <x> <y> <z> <a> <tilenum> <shade> <pal> <[[orientation]]> <x1> <x2> <y1> <y2><br />
<br />
Displays tiles onscreen. This commands is only allowed during events.<br />
<br />
<x> X coordinate, ranged 0-320<br />
<br />
<y> Y coordinate, ranged 0-200 <br />
<br />
<z> is the zoom. Normal zoom is 65536. Ex: 131072 is zoomed in 2X and 32768 is zoomed out 2X.<br />
<br />
<a> is the angle (0 is straight up).<br />
<br />
<tilenum> is the tile number.<br />
<br />
<shade> is 0 normally but can be any standard shade up to 31 or 63.<br />
<br />
<pal> can be from 0-255.<br />
<br />
<[[orientation]]> translucency, masking, etc...<br />
<br />
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the tile may be drawn.<br />
<br />
If you want to draw a menu, you may use orientation bit '''8''', and for coordinates '''0 0 xdim ydim'''. This would give you total control of it. If you want to draw a weapon in EVENT_DISPLAYWEAPON, you may NOT use bit '''8''' and use coordinates '''[[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]''' which may turn it to automatically suit the size of the screen, etc.<br />
<br />
Example code:<br />
<br />
<pre><br />
setvar x 30<br />
setvar y 30<br />
setvar z 32768<br />
setvar TEMP 0<br />
setvar tilenum 3350<br />
setvar shade 0<br />
setvar pal 0<br />
setvar orientation 8<br />
rotatesprite x y z TEMP tilenum shade pal orientation 0 0 xdim ydim<br />
</pre><br />
<br />
Note: This command is similar to the [[myospal]] and [[myospalx]] commands, but with much more control.<br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Screen drawing commands]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Rotatesprite&diff=7610Rotatesprite2009-01-08T18:19:29Z<p>66.97.115.134: </p>
<hr />
<div>rotatesprite <x> <y> <z> <a> <tilenum> <shade> <pal> <[[orientation]]> <x1> <x2> <y1> <y2><br />
<br />
Displays tiles onscreen. This commands is only allowed during events.<br />
<br />
<x> X coordinate, ranged 0-320<br />
<br />
<y> Y coordinate, ranged 0-200 <br />
<br />
<z> is the zoom. Normal zoom is 65536. Ex: 131072 is zoomed in 2X and 32768 is zoomed out 2X.<br />
<br />
<a> is the angle (0 is straight up).<br />
<br />
<tilenum> is the tile number.<br />
<br />
<shade> is 0 normally but can be any standard shade up to 31 or 63.<br />
<br />
<pal> can be from 0-255.<br />
<br />
<[[orientation]]> translucency, masking, etc...<br />
<br />
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the tile may be drawn.<br />
<br />
If you want to draw a menu, you may use orientation bit '''8''', and for coordinates '''0 0 xdim ydim'''. This would give you total control of it. If you want to draw a weapon in EVENT_DISPLAYWEAPON, you may NOT use bit '''8''' and use coordinates '''[[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]''' which may turn it to automatically suit the size of the screen, etc.<br />
<br />
Example code:<br />
<br />
<pre><br />
setvar x 30<br />
setvar y 30<br />
setvar z 32768<br />
setvar TEMP 0<br />
setvar tilenum 3350<br />
setvar shade 0<br />
setvar pal 0<br />
setvar orientation 1 // transparency<br />
rotatesprite x y z TEMP tilenum shade pal orientation [[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]<br />
</pre><br />
<br />
Note: This command is similar to the [[myospal]] and [[myospalx]] commands, but with much more control.<br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Screen drawing commands]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Myospal&diff=7609Myospal2009-01-08T18:18:50Z<p>66.97.115.134: </p>
<hr />
<div>myospal <x> <y> <tilenum> <shade> <[[orientation]]> <pal><br />
<br />
Displays tiles onscreen. This is an older, more limited version of [[rotatesprite]]. The images are displayed at 320x200 resolution (the same as the default weapons).<br />
<br />
x> X coordinate, ranged 0-320<br />
<br />
<y> Y coordinate, ranged 0-200 .<br />
<br />
<tilenum> is the tile number.<br />
<br />
<shade> is 0 normally but can be any standard shade up to 31 or 63.<br />
<br />
<[[orientation]]> translucency, masking, etc...<br />
<br />
<pal> is the palette.<br />
<br />
Example code:<br />
<br />
<pre><br />
setvar x 30<br />
setvar y 30<br />
setvar tilenum 3350<br />
setvar shade 0<br />
setvar pal 2<br />
setvar orientation 1 // transparency<br />
myospal x y tilenum shade orientation pal<br />
</pre><br />
<br />
[[Category:EDuke commands]]<br />
[[Category:Screen drawing commands]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Myos&diff=7608Myos2009-01-08T18:18:33Z<p>66.97.115.134: </p>
<hr />
<div>myos <x> <y> <tilenum> <shade> <[[orientation]]><br />
<br />
Displays tiles onscreen. This is an older, more limited version of [[rotatesprite]]. The images are displayed at 320x200 resolution (the same as the default weapons).<br />
<br />
<x> X coordinate, ranged 0-320<br />
<br />
<y> Y coordinate, ranged 0-200 <br />
<br />
<tilenum> is the tile number.<br />
<br />
<shade> is 0 normally but can be any standard shade up to 31 or 63.<br />
<br />
<[[orientation]]> translucency, masking, etc...<br />
<br />
Example code:<br />
<br />
<pre><br />
setvar x 30<br />
setvar y 30<br />
setvar tilenum 3350<br />
setvar shade 0<br />
setvar orientation 1 // transparency<br />
myos x y tilenum shade orientation<br />
</pre><br />
<br />
[[Category:EDuke commands]]<br />
[[Category:Screen drawing commands]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Minitext&diff=7607Minitext2009-01-08T18:18:13Z<p>66.97.115.134: </p>
<hr />
<div>minitext <x> <y> <quote> <shade> <pal><br />
<br />
Prints a defined quote to the screen using small text.<br />
<br />
<x> X coordinate, ranged 0-320<br />
<br />
<y> Y coordinate, ranged 0-200 <br />
<br />
<quote> is the quote to print, as defined by [[definequote]].<br />
<br />
<shade> and <pal> are obviously shade and palette. <br />
<br />
Example code:<br />
<br />
<pre><br />
setvar x 0<br />
setvar y 100<br />
setvar shade 0<br />
setvar pal 0<br />
setvar TEMP 100<br />
minitext x y TEMP shade pal<br />
</pre><br />
<br />
Please note that as with [[digitalnumber]], [[gametext]] and friends, minitext only works during [[events]].<br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Screen drawing commands]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Gametextz&diff=7606Gametextz2009-01-08T18:17:20Z<p>66.97.115.134: </p>
<hr />
<div>gametextz <tilenum> <x> <y> <quote> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2> <textscale><br />
<br />
Prints a defined quote to the screen.<br />
<br />
<tilenum> is the first tile of a sequence of characters. See tile 2822 for an example. <br />
<br />
<x> X coordinate, ranged 0-320<br />
<br />
<y> Y coordinate, ranged 0-200 <br />
<br />
<quote> is the quote to print, as defined by [[definequote]].<br />
<br />
<shade> and <pal> are obviously shade and palette. <br />
<br />
<[[orientation]]> controls the way the sprite is drawn (see entry). <br />
<br />
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the text may be drawn.<br />
<br />
<textscale> is the scaling size of the text to use. 65536 is full size, 32768 is half size and 131072 is double-size.<br />
<br />
Example code:<br />
<br />
<pre><br />
setvar x 320 // "x=320" makes text be centered<br />
setvar y 100<br />
setvar shade 0<br />
setvar pal 0<br />
setvar tilenum STARTALPHANUM<br />
setvar orientation 26<br />
setvar TEMP 100<br />
redefinequote TEMP This is ^10red // makes the "red" word be tinted, 10 is red.<br />
<br />
gametextz tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim 65536<br />
</pre><br />
<br />
Please note that as with [[digitalnumber]], [[digitalnumberz]], [[gametext]], [[minitext]] and friends, gametextz only works during [[events]].<br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Screen drawing commands]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Gametext&diff=7605Gametext2009-01-08T18:16:33Z<p>66.97.115.134: </p>
<hr />
<div>gametext <tilenum> <x> <y> <quote> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2><br />
<br />
Prints a defined quote to the screen.<br />
<br />
<tilenum> is the first tile of a sequence of characters. See tile 2822 for an example. <br />
<br />
<x> X coordinate, ranged 0-320<br />
<br />
<y> Y coordinate, ranged 0-200 <br />
<br />
<quote> is the quote to print, as defined by [[definequote]].<br />
<br />
<shade> and <pal> are obviously shade and palette. <br />
<br />
<[[orientation]]> controls the way the sprite is drawn (see entry). Note: it's recommended to you always set the bit 16 in order to the letters be placed correctly.<br />
<br />
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the text may be drawn.<br />
<br />
Example code:<br />
<br />
<pre><br />
setvar x 320 // "x=320" makes text be centered<br />
setvar y 100<br />
setvar shade 0<br />
setvar pal 0<br />
setvar tilenum STARTALPHANUM<br />
setvar orientation 26<br />
setvar TEMP 100<br />
redefinequote TEMP This is ^10red // makes the "red" word be tinted, 10 is red.<br />
<br />
gametext tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim<br />
</pre><br />
<br />
Please note that as with [[digitalnumber]], [[digitalnumberz]], [[gametextz]], [[minitext]] and friends, gametext only works during [[events]].<br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Screen drawing commands]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Digitalnumberz&diff=7604Digitalnumberz2009-01-08T18:16:16Z<p>66.97.115.134: </p>
<hr />
<div>digitalnumberz <tilenum> <x> <y> <number> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2> <digitalscale><br />
<br />
Prints a number to the screen using a function similar to that which prints the health and ammo counters in the HUD. <br />
<br />
<tilenum> is the first tile of a sequence of numbers ordered from 0-9. See tile 2472 for an example. <br />
<br />
<x> X coordinate, ranged 0-320<br />
<br />
<y> Y coordinate, ranged 0-200 <br />
<br />
<number> is the [[gamevar]] to print the value from. <br />
<br />
<shade> and <pal> are obviously shade and palette. <br />
<br />
<[[orientation]]> Controls the way the sprite is drawn (see entry) <br />
<br />
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the number may be drawn.<br />
<br />
<digitalscale> is the size of the text on screen. 65536 is normal size, 32768 is half-size and 131072 is double-size.<br />
<br />
Example code:<br />
<br />
<pre><br />
setvar x 300<br />
setvar y 10<br />
setvar shade 0<br />
setvar pal 0<br />
setvar tilenum DIGITALNUM<br />
setvar orientation 26<br />
getactor[THISACTOR].extra TEMP<br />
digitalnumberz tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim 65536<br />
</pre><br />
<br />
Please note that as with [[gametext]], [[gametextz]], [[digitalnumber]], [[minitext]] and friends, digitalnumberz only works during [[events]].<br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Screen drawing commands]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Digitalnumber&diff=7603Digitalnumber2009-01-08T18:13:53Z<p>66.97.115.134: </p>
<hr />
<div>digitalnumber <tilenum> <x> <y> <number> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2><br />
<br />
Prints a number to the screen using a function similar to that which prints the health and ammo counters in the HUD. <br />
<br />
<tilenum> is the first tile of a sequence of numbers ordered from 0-9. See tile 2472 for an example. <br />
<br />
<x> X coordinate, ranged 0-320<br />
<br />
<y> Y coordinate, ranged 0-200<br />
<br />
<number> is the [[gamevar]] to print the value from. <br />
<br />
<shade> and <pal> are obviously shade and palette. <br />
<br />
<[[orientation]]> Controls the way the sprite is drawn (see entry) <br />
<br />
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the number may be drawn. The gamevars xdim and ydim will hold the current screen resolution.<br />
<br />
Example code:<br />
<br />
<pre><br />
setvar x 300<br />
setvar y 10<br />
setvar shade 0<br />
setvar pal 0<br />
setvar tilenum DIGITALNUM<br />
setvar orientation 26<br />
getactor[THISACTOR].extra TEMP<br />
digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim<br />
</pre><br />
<br />
Please note that as with [[gametext]], [[minitext]] and friends, digitalnumber only works during [[events]].<br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Screen drawing commands]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Rotatesprite&diff=7602Rotatesprite2009-01-07T13:01:02Z<p>66.97.115.134: </p>
<hr />
<div>rotatesprite <x> <y> <z> <a> <tilenum> <shade> <pal> <[[orientation]]> <x1> <x2> <y1> <y2><br />
<br />
Displays tiles onscreen. This commands is only allowed during events.<br />
<br />
<x> and <y> are on-screen coordinates.<br />
<br />
<z> is the zoom. Normal zoom is 65536. Ex: 131072 is zoomed in 2X and 32768 is zoomed out 2X.<br />
<br />
<a> is the angle (0 is straight up).<br />
<br />
<tilenum> is the tile number.<br />
<br />
<shade> is 0 normally but can be any standard shade up to 31 or 63.<br />
<br />
<pal> can be from 0-255.<br />
<br />
<[[orientation]]> translucency, masking, etc...<br />
<br />
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the tile may be drawn.<br />
<br />
If you want to draw a menu, you may use orientation bit '''8''', and for coordinates '''0 0 xdim ydim'''. This would give you total control of it. If you want to draw a weapon in EVENT_DISPLAYWEAPON, you may NOT use bit '''8''' and use coordinates '''[[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]''' which may turn it to automatically suit the size of the screen, etc.<br />
<br />
Example code:<br />
<br />
<pre><br />
setvar x 30<br />
setvar y 30<br />
setvar z 32768<br />
setvar TEMP 0<br />
setvar tilenum 3350<br />
setvar shade 0<br />
setvar pal 0<br />
setvar orientation 1 // transparency<br />
rotatesprite x y z TEMP tilenum shade pal orientation [[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]<br />
</pre><br />
<br />
Note: This command is similar to the [[myospal]] and [[myospalx]] commands, but with much more control.<br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Screen drawing commands]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Hitscan&diff=7601Hitscan2009-01-07T07:26:25Z<p>66.97.115.134: </p>
<hr />
<div>hitscan <x1> <y1> <z1> <sect1> <cos of ang> <sin of ang> <zvel> <hit sector return var> <hit wall return var> <hit sprite return var> <hit x return var> <hit y return var> <hit z return var> <clip mask><br />
<br />
Hitscan returns the values of what would be hit if one travelled in a straight line from a set of coordinates in a specified direction.<br />
<br />
All parameters are [[gamevar | gamevars]]. The first three are the coordinates from which the hitscan occurs, followed by the scanning sector. The [[cos]], then the [[sin]] of an angle (typically the [[ang]] of the actor performing the scan) come next, followed by the z angle, which must be calculated before the hitscan. The six return gamevars hold the values of what the hitscan hits. The value of [[clipmask]] tells hitscan which sorts of things it can hit. A [[clipmask]] of 4294901808 is useful for most purposes.<br />
<br />
Example of hitscan:<br />
<pre><br />
// This state will return the sector, wall, and sprite(id, x ,y, and z data)currently under the crosshair.<br />
<br />
state checkhitscan<br />
getplayer[THISACTOR].posx MY_X<br />
getplayer[THISACTOR].posy MY_Y<br />
getplayer[THISACTOR].posz MY_Z<br />
getplayer[THISACTOR].cursectnum MY_SECTOR<br />
getplayer[THISACTOR].ang MY_ANGLE<br />
getplayer[THISACTOR].horiz MY_ZDIST<br />
subvar MY_ZDIST 100<br />
mulvar MY_ZDIST -2048<br />
cos MY_COS MY_ANGLE<br />
sin MY_SIN MY_ANGLE<br />
<br />
hitscan MY_X MY_Y MY_Z MY_SECTOR MY_COS MY_SIN MY_ZDIST HITSECTOR HITWALL HITSPRITE HITX HITY HITZ 4294901808<br />
ends<br />
</pre><br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Gamevar manipulation]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Hitscan&diff=7600Hitscan2009-01-07T07:26:07Z<p>66.97.115.134: </p>
<hr />
<div>hitscan <x1> <y1> <z1> <sect1> <cos of ang> <sin of ang> <zvel> <hit sector return var> <hit wall return var> <hit sprite return var> <hit x return var> <hit y return var> <hit z return var> <clip mask><br />
<br />
Hitscan returns the values of what would be hit if one travelled in a straight line from a set of coordinates in a specified direction.<br />
<br />
All parameters are [[gamevar | gamevars]]. The first three are the coordinates from which the hitscan occurs, followed by the scanning sector. The [[cos]], then the [[sin]] of an angle (typically the [[ang]] of the actor performing the scan) come next, followed by the z angle, which must be calculated before the hitscan. The six return gamevars hold the values of what the hitscan hits. The value of [[clipmask]] tells hitscan which sorts of things it can hit. A [[clipmask]] of 4294901808 is useful for most purposes.<br />
<br />
Example of hitscan:<br />
<pre><br />
// This state will return the sector, wall, and sprite(id,x,y, and z data)currently under the crosshair.<br />
<br />
state checkhitscan<br />
getplayer[THISACTOR].posx MY_X<br />
getplayer[THISACTOR].posy MY_Y<br />
getplayer[THISACTOR].posz MY_Z<br />
getplayer[THISACTOR].cursectnum MY_SECTOR<br />
getplayer[THISACTOR].ang MY_ANGLE<br />
getplayer[THISACTOR].horiz MY_ZDIST<br />
subvar MY_ZDIST 100<br />
mulvar MY_ZDIST -2048<br />
cos MY_COS MY_ANGLE<br />
sin MY_SIN MY_ANGLE<br />
<br />
hitscan MY_X MY_Y MY_Z MY_SECTOR MY_COS MY_SIN MY_ZDIST HITSECTOR HITWALL HITSPRITE HITX HITY HITZ 4294901808<br />
ends<br />
</pre><br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Gamevar manipulation]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Hitscan&diff=7599Hitscan2009-01-07T06:38:38Z<p>66.97.115.134: </p>
<hr />
<div>hitscan <x1> <y1> <z1> <sect1> <cos of ang> <sin of ang> <zvel> <hit sector return var> <hit wall return var> <hit sprite return var> <hit x return var> <hit y return var> <hit z return var> <clip mask><br />
<br />
Hitscan returns the values of what would be hit if one travelled in a straight line from a set of coordinates in a specified direction.<br />
<br />
All parameters are [[gamevar | gamevars]]. The first three are the coordinates from which the hitscan occurs, followed by the scanning sector. The [[cos]], then the [[sin]] of an angle (typically the [[ang]] of the actor performing the scan) come next, followed by the z angle, which must be calculated before the hitscan. The six return gamevars hold the values of what the hitscan hits. The value of [[clipmask]] tells hitscan which sorts of things it can hit. A [[clipmask]] of 4294901808 is useful for most purposes.<br />
<br />
Example of hitscan:<br />
<pre><br />
state checkhitscan<br />
getplayer[THISACTOR].posx MY_X<br />
getplayer[THISACTOR].posy MY_Y<br />
getplayer[THISACTOR].posz MY_Z<br />
getplayer[THISACTOR].cursectnum MY_SECTOR<br />
getplayer[THISACTOR].ang MY_ANGLE<br />
getplayer[THISACTOR].horiz MY_ZDIST<br />
subvar MY_ZDIST 100<br />
mulvar MY_ZDIST -2048<br />
cos MY_COS MY_ANGLE<br />
sin MY_SIN MY_ANGLE<br />
<br />
hitscan MY_X MY_Y MY_Z MY_SECTOR MY_COS MY_SIN MY_ZDIST HITSECTOR HITWALL HITSPRITE HITX HITY HITZ 4294901808<br />
ends<br />
</pre><br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Gamevar manipulation]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Action&diff=7598Action2009-01-07T06:07:54Z<p>66.97.115.134: </p>
<hr />
<div>An action is an animation for an [[actor]]. Actions are defined outside of an [[actor]].<br />
<br />
'''action''' ''<name> <startframe> <frames> <viewtype> <incvalue> <delay>''<br />
<br />
An action is an animation for an [[actor]]. Actions are defined outside of an [[actor]].<br />
<br />
<name> is the name of the action.<br />
<br />
<startframe> is the starting frame number (relative to the main sprite of the [[actor]]).<br />
<br />
<frames> is the total number of frames in the action. Must be at least 1.<br />
<br />
<viewtype> is the number of sides drawn for the actor. Prior to 3D models, this method was used to simulate a 3D appearance for sprites. Valid values are: <br />
:'''1''' - The sprite will appear the same regardless of the angle at which it is viewed.<br />
:'''3''' - The sprite will have 16 angles built from only 4 art tiles. A new frame is drawn every 22.5 degrees in a clockwise pattern beginning with the front of the sprite. The pattern is as follows, with 1, 2, 3, and 4 being the order of the four tiles used, and M denoting that the tile is mirrored: 1M, 2M, 3M, 4M, 4, 3, 2, 1, 1M, 2M, 3M, 4M, 4, 3, 2, 1.<br />
:'''5''' - The sprite will have 8 angles constructed from 5 art tiles, three of which are mirrored. A new frame is drawn every 45 degrees in a clockwise pattern beginning with the front of the sprite using the following pattern: 1, 2, 3, 4, 5, 4M, 3M, 2M. <br />
:'''7''' - The sprite will have 12 angles constructed from 7 art tiles, five of which are mirrored. A new frame is drawn every 30 degrees in a clockwise pattern beginning with the front of the sprite using the following pattern: 1, 2, 3, 4, 5, 6, 7, 6M, 5M, 4M, 3M, 2M.<br />
:'''8''' - The sprite will have 8 angles constructed from 8 art tiles. A new frame is drawn every 45 degress in a clockwise pattern beginning with the front of the sprite using the simple pattern: 1, 2, 3, 4, 5, 6, 7, 8.<br />
<!--what if anything do the other values do--?<br />
<br />
1 is generally used for pickups and often things like fire hydrants. 3 is useful only for very symmetrical actors but does give the most angles. 5 and 7 are for enemies and simila which have a single axis of symetry and where you wan't a front view such that when they face at you they actually look like they are facing at you. 8 is for stuff with little in the way of symetry. --><br />
<br />
<incvalue> is the direction of the animation. 1 to advance forward, -1 to go back.<br />
<br />
<delay> is the delay between frames.<br />
<br />
The delay change everytime you add a value of 4, in other words, setting 1 to 2 is the same of setting 0, setting 5 to 7 is the same as setting 4, etc.<br />
<br />
Also the delay is not proportional to the value, setting 16 doesn't mean double of speed than 8, the calculation is done with this: the speed of a delay 0 equal to a [[ifcount|tic]] counter; the speed of a delay 4 is 1/2 of it; 8 is 1/3; 12 is 1/4; 16 is 1/5; 20 is 1/6; etc.<br />
<br />
<br />
To call an action from within an actor simply put:<br />
<br />
action <name> <br />
<br />
Note: Every frame advance adds 1 to [[actioncount]]. To reset an animation, either call the action again or use [[resetactioncount]]. Starting a new animation will also reset [[actioncount]] to 0.<br />
<br />
[[Category:Duke3D 1.3/1.5 commands]]<br />
[[Category:Sprite manipulation]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Action&diff=7597Action2009-01-07T05:53:16Z<p>66.97.115.134: </p>
<hr />
<div>'''action''' ''<name> <startframe> <frames> <viewtype> <incvalue> <delay>''<br />
<br />
An action is an animation for an [[actor]]. Actions are defined outside of an [[actor]].<br />
<br />
<name> is the name of the action.<br />
<br />
<startframe> is the starting frame number (relative to the main sprite of the [[actor]]).<br />
<br />
<frames> is the total number of frames in the action. Must be at least 1.<br />
<br />
<viewtype> is the number of sides drawn for the actor. Prior to 3D models, this method was used to simulate a 3D appearance for sprites. Valid values are: <br />
:'''1''' - The sprite will appear the same regardless of the angle at which it is viewed.<br />
:'''3''' - The sprite will have 16 angles built from only 4 art tiles. A new frame is drawn every 22.5 degrees in a clockwise pattern beginning with the front of the sprite. The pattern is as follows, with 1, 2, 3, and 4 being the order of the four tiles used, and M denoting that the tile is mirrored: 1M, 2M, 3M, 4M, 4, 3, 2, 1, 1M, 2M, 3M, 4M, 4, 3, 2, 1.<br />
:'''5''' - The sprite will have 8 angles constructed from 5 art tiles, three of which are mirrored. A new frame is drawn every 45 degrees in a clockwise pattern beginning with the front of the sprite using the following pattern: 1, 2, 3, 4, 5, 4M, 3M, 2M. <br />
:'''7''' - The sprite will have 12 angles constructed from 7 art tiles, five of which are mirrored. A new frame is drawn every 30 degrees in a clockwise pattern beginning with the front of the sprite using the following pattern: 1, 2, 3, 4, 5, 6, 7, 6M, 5M, 4M, 3M, 2M.<br />
:'''8''' - The sprite will have 8 angles constructed from 8 art tiles. A new frame is drawn every 45 degress in a clockwise pattern beginning with the front of the sprite using the simple pattern: 1, 2, 3, 4, 5, 6, 7, 8.<br />
<!--what if anything do the other values do--?<br />
<br />
1 is generally used for pickups and often things like fire hydrants. 3 is useful only for very symmetrical actors but does give the most angles. 5 and 7 are for enemies and simila which have a single axis of symetry and where you wan't a front view such that when they face at you they actually look like they are facing at you. 8 is for stuff with little in the way of symetry. --><br />
<br />
<incvalue> is the direction of the animation. 1 to advance forward, -1 to go back.<br />
<br />
<delay> is the delay between frames.<br />
<br />
The delay change everytime you add a value of 4, in other words, setting 1 to 2 is the same of setting 0, setting 5 to 7 is the same as setting 4, etc.<br />
<br />
Also the delay is not proportional to the value, setting 16 doesn't mean double of speed than 8, the calculation is done with this: the speed of a delay 0 equal to a [[ifcount|tic]] counter; the speed of a delay 4 is 1/2 of it; 8 is 1/3; 12 is 1/4; 16 is 1/5; 20 is 1/6; etc.<br />
<br />
<br />
To call an action from within an actor simply put:<br />
<br />
action <name> <br />
<br />
Note: Every frame advance adds 1 to [[actioncount]]. To reset an animation, either call the action again or use [[resetactioncount]]. Starting a new animation will also reset [[actioncount]] to 0.<br />
<br />
[[Category:Duke3D 1.3/1.5 commands]]<br />
[[Category:Sprite manipulation]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Ifhitspace&diff=7596Ifhitspace2009-01-07T05:51:08Z<p>66.97.115.134: </p>
<hr />
<div>'''ifhitspace''' ''{...}''<br />
<br />
Checks to see if the player has pressed the open button (space by default).<br />
<br />
Example:<br />
<pre><br />
// This will cause a sprite to fall when "open" button is pressed.<br />
<br />
actor FALLING_APPLE<br />
ifhitspace<br />
{<br />
fall<br />
}<br />
enda<br />
</pre><br />
<br />
[[Category:Duke3D 1.3/1.5 commands]]<br />
[[Category:Player manipulation]]<br />
[[Category:If conditions]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Ifhitspace&diff=7595Ifhitspace2009-01-07T05:49:41Z<p>66.97.115.134: </p>
<hr />
<div>'''ifhitspace''' ''{...}''<br />
<br />
Checks to see if the player has pressed the open button (space by default).<br />
<br />
Example:<br />
<pre><br />
// This will cause a sprite to fall when "open" button is pressed.<br />
<br />
actor FALLING_APPLE<br />
ifhitspace<br />
{<br />
fall<br />
}<br />
enda<br />
</pre><br />
<br />
[[Category:Duke3D 1.3/1.5 commands]]<br />
[[Category:Player manipulation]]<br />
[[Category:If conditions]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Ifhitspace&diff=7594Ifhitspace2009-01-07T05:49:02Z<p>66.97.115.134: </p>
<hr />
<div>'''ifhitspace''' ''{...}''<br />
<br />
Checks to see if the player has pressed the open button (space by default).<br />
<br />
Example:<br />
<pre><br />
// This will cause a sprite to fall when "open" button is pressed.<br />
<br />
actor FALLING_APPLE<br />
ifhitspace<br />
{<br />
fall<br />
}<br />
enda<br />
</pre><br />
<br />
[[Category:Duke3D 1.3/1.5 commands]]<br />
[[Category:Player manipulation]]<br />
[[Category:If conditions]]</div>66.97.115.134https://wiki.eduke32.com/w/index.php?title=Screen_size&diff=7593Screen size2009-01-07T00:24:55Z<p>66.97.115.134: </p>
<hr />
<div>screen_size<br />
<br />
Holds the player's screensize - starts at 0 for no HUD and then increments by 4 for each size of screen, up to 64. A value of 4 means the player has just the Health, Ammo and Inventory visible, and 8 & up means they have the full status bar up.<br />
<br />
Example:<br />
<pre><br />
// Remove the old HUD<br />
setuserdef[THISACTOR].screen_size 0<br />
</pre><br />
<br />
[[Category:Userdef structure members]]</div>66.97.115.134