Useractor: Difference between revisions

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useractor <actortype> <name> <strength> <action> <move> <ai> { actor code } enda
useractor <actortype> <name> <strength> <action> <move> <ai> { actor code } enda


<actortype> can either be "enemy," "notenemy," or "enemystayput." "Enemy" makes an actor that is intended to be used as a character who commences actions on player sight; "useractor" makes an actor intended to be a decoration, which means no shadow by default but is always in action; "enemystayput" makes an enemy class actor that is restrained to its set sector.
<actortype> can either be "enemy," "notenemy," or "enemystayput." "Enemy" makes an [[actor]] that is intended to be used as a character who commences actions on player sight; "useractor" makes an [[actor]] intended to be a decoration, which means no shadow by default but is always in action; "enemystayput" makes an enemy class [[actor]] that is restrained to its home sector.


<name> is the name/tile of the actor. You can either input a defined name, or the tile number directly.
<name> is the name/tile of the actor. You can either input a defined name, or the tile number directly.

Revision as of 12:23, 24 December 2004

Similar to actor. This defines a new actor in a slightly more specific manner, and it does so without restraining the amount of defined actors. Version 1.3D only allowed so many actors so to add a new one required replacing another. Version 1.5 remedied this with useractor.

useractor <actortype> <name> <strength> <action> <move> <ai> { actor code } enda

<actortype> can either be "enemy," "notenemy," or "enemystayput." "Enemy" makes an actor that is intended to be used as a character who commences actions on player sight; "useractor" makes an actor intended to be a decoration, which means no shadow by default but is always in action; "enemystayput" makes an enemy class actor that is restrained to its home sector.

<name> is the name/tile of the actor. You can either input a defined name, or the tile number directly.

<strength> is the health of the actor.

<action> is the intial action an actor uses (optional).

<move> is the initial move of the actor (optional).

<ai> is the actor's initial ai routine (optional).

{ actor code } is obviously the code for the actor.

enda ends an actor.