Lotag: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
m Added an additional use for lotags on sprites. |
||
Line 2: | Line 2: | ||
[[sprite]] struct; the sprite's current lotag. | [[sprite]] struct; the sprite's current lotag. | ||
*Actor sprites use lotags to specify what skill the sprite should appear on: | |||
**0 "No Monsters" and above | |||
**1 "Piece of Cake" and above | |||
**2 "Let's Rock" and above | |||
**3 "Come Get Some" and above | |||
**4 "Damn, I'm Good" only | |||
*[[Sector_effector]]s use the lotag to define their function | *[[Sector_effector]]s use the lotag to define their function | ||
*See also: [[Sector_Effector_Reference_Guide]] | *See also: [[Sector_Effector_Reference_Guide]] |
Revision as of 13:41, 19 October 2014
lotag is used in the following structures:
sprite struct; the sprite's current lotag.
- Actor sprites use lotags to specify what skill the sprite should appear on:
- 0 "No Monsters" and above
- 1 "Piece of Cake" and above
- 2 "Let's Rock" and above
- 3 "Come Get Some" and above
- 4 "Damn, I'm Good" only
- Sector_effectors use the lotag to define their function
- See also: Sector_Effector_Reference_Guide
wall struct;
- On a forcefield, the wall's lotag specifies which switch can turn it off
- Walls can be assigned a lotag for other special behavior (e.g., to play the "Damn I'm good" sound cue when the player presses use on a mirror)
- See also Category:Editing_Walls_and_Wall_Effects
sector struct;
- Sectors use their lotags for many actions and effects
- See also: Sector_Tag_Reference_Guide