Lotag: Difference between revisions
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m Added an additional use for lotags on sprites. |
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*On a forcefield, the wall's lotag specifies which switch can turn it off | *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) | *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 | *See also [[:Category:Editing_Walls_and_Wall_Effects]] | ||
Revision as of 00:03, 25 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