|
|
Line 1: |
Line 1: |
| '''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]]
| |