Eventloadactor: Difference between revisions
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'''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> | <pre> | ||
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enda | enda | ||
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Also see [[EVENT_LOADACTOR]]. | |||
[[Category:EDuke commands]] | [[Category:EDuke commands]] | ||
[[Category:Sprite manipulation]] | [[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.