Useractor: Difference between revisions

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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.
#REDIRECT [[actor]]
 
useractor <actortype> <name> <strength> <action> <move> <ai> { actor code } [[enda]]
 
<actortype> can either be "enemy", "enemystayput", or "notenemy". These terms are defined in DEFS.CON as:
 
:[[define]] notenemy      0
:[[define]] enemy          1
:[[define]] enemystayput  2
 
*The "enemy" type makes an [[actor]] that is intended to be used as a character who commences actions on player sight.
*The "enemystayput" works the same as "enemy," except that the [[actor]] will not leave the [[sector]] it is placed in. 
*The "notenemy" type was primarily intended to make an [[actor]] that is a decoration or otherwise not a threat to the player.  This type of [[actor]] will have no shadow by default, and it will not be targeted if autoaim is enabled. [[Actor]]s using the "notenemy" flag have their code executed at startup. This is extremely useful for coding enemies, as this allows for extended function, and has less quirks than using "enemy" or "enemystayput". A shadow may be applied in Eduke32 using the [[spriteshadow]] command. This is typically used for all new [[actor]]s you may code.
 
<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).
 
<ai> is the actor's initial [[ai]] routine (optional).
 
{ actor code } is obviously the code for the [[actor]].
 
[[enda]] ends an [[actor]].
 
Also see [[actor]].
 
 
It works like flags, where more than one can be set, wich means that enemy and enemystayput already have notenemy code. Using more than one isn't usefull, as long as the most can be done is use enemy and enemystayput togheder, where there is no difference from enemystayput itself.
 
[[Category:Duke3D 1.3/1.5 commands]]
[[Category:Sprite manipulation]]

Latest revision as of 23:42, 19 February 2020

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