Lotag: Difference between revisions
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TheMechanic (talk | contribs) m Added note about sector lotag bit 14 |
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[[Members of the sector structure|sector]] struct; | [[Members of the sector structure|sector]] struct; | ||
*Sectors use their lotags for many actions and effects | *Sectors use their lotags for many actions and effects | ||
*If a sector contains an [[Activatorlocked]] then during the game bit 14 of the sector lotag is used to lock the sector. | |||
*See also: [[Sector_Tag_Reference_Guide]] | *See also: [[Sector_Tag_Reference_Guide]] | ||
Latest revision as of 02:55, 1 February 2016
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
- If a sector contains an Activatorlocked then during the game bit 14 of the sector lotag is used to lock the sector.
- See also: Sector_Tag_Reference_Guide