Operateactivators: Difference between revisions
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'''operateactivators''' <lotag> <player id>< | <span {{code}}>'''operateactivators''' <lotag> <player id></span> | ||
When executed, will trigger the sprites ''ACTIVATOR'' (tilenum 2) and ''ACTIVATORLOCKED'' (tilenum 4) identified by the lotag. This works both from within [[actor]] and [[event]] code. | |||
'''activate''' | ====Arguments==== | ||
* <span {{code}}><lotag></span>: Either a [[gamevar]] or a constant. Identifies the activator to be triggered in the current map. | |||
* <span {{code}}><player id></span>: Defines which player to send the "LOCKED" and "UNLOCKED" messages to, if triggered (quotes 4 and 8, respectively). A value greater than the current [[MULTIMODE]] will cause the messages not to be sent to any player. | |||
== activate == | |||
<span {{code}}>'''activate''' <lotag></span> | |||
A deprecated command originally found in pre-v1.0 prototypes of Duke Nukem 3D. | |||
In EDuke32, it functions the same as '''operateactivators''' but with a fixed <player id> value of 0. | |||
[[Category:EDuke32 specific commands]] | [[Category:EDuke32 specific commands]] | ||
[[Category:Sector manipulation]] | [[Category:Sector manipulation]] |
Latest revision as of 05:09, 9 January 2021
operateactivators <lotag> <player id>
When executed, will trigger the sprites ACTIVATOR (tilenum 2) and ACTIVATORLOCKED (tilenum 4) identified by the lotag. This works both from within actor and event code.
Arguments
- <lotag>: Either a gamevar or a constant. Identifies the activator to be triggered in the current map.
- <player id>: Defines which player to send the "LOCKED" and "UNLOCKED" messages to, if triggered (quotes 4 and 8, respectively). A value greater than the current MULTIMODE will cause the messages not to be sent to any player.
activate
activate <lotag>
A deprecated command originally found in pre-v1.0 prototypes of Duke Nukem 3D.
In EDuke32, it functions the same as operateactivators but with a fixed <player id> value of 0.