Eventloadactor: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
TrooperDan (talk | contribs) No edit summary |
||
(7 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
'''eventloadactor''' | |||
Blocks run when an actor is loaded into the map — despite the name, it is not a game event but rather an entirely separate type of block ended with enda. It is most often used for moving settings out of a [[sprite]]'s hitag or lotag and into a [[gamevar]] before they have undesirable hardcoded effects. | |||
<pre> | |||
gamevar ZERO 0 0 | |||
gamevar HITAGSAVED 0 2 | |||
gamevar LOTAGSAVED 0 2 | |||
eventloadactor MYSPRITE | |||
{ | |||
getactor[THISACTOR].hitag HITAGSAVED | |||
getactor[THISACTOR].lotag LOTAGSAVED | |||
setactor[THISACTOR].hitag ZERO | |||
setactor[THISACTOR].lotag ZERO | |||
} | |||
enda | |||
</pre> | |||
Also see [[EVENT_LOADACTOR]]. | |||
[[Category:EDuke commands]] | |||
[[Category:Sprite manipulation]] |
Latest revision as of 12:52, 23 November 2022
eventloadactor
Blocks run when an actor is loaded into the map — despite the name, it is not a game event but rather an entirely separate type of block ended with enda. It is most often used for moving settings out of a sprite's hitag or lotag and into a gamevar before they have undesirable hardcoded effects.
gamevar ZERO 0 0 gamevar HITAGSAVED 0 2 gamevar LOTAGSAVED 0 2 eventloadactor MYSPRITE { getactor[THISACTOR].hitag HITAGSAVED getactor[THISACTOR].lotag LOTAGSAVED setactor[THISACTOR].hitag ZERO setactor[THISACTOR].lotag ZERO } enda
Also see EVENT_LOADACTOR.