Operateactivators: Difference between revisions

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'''operateactivators''' <lotag> <player id><br>
<span {{code}}>'''operateactivators''' <lotag> <player id></span>
'''activate''' <lotag>


Placed inside an actor code, '''operateactivators''' allows an actor to trigger ACTIVATOR and ACTIVATORLOCKED sprites. The actor does not need to be near the activator at hand, as long as it identifies the lotag specified in the map. The parameter "lotag" can be either a gamevar or a regular number. The player id specified determines which player receives the "LOCKED" and "UNLOCKED" messages (quotes 4 and 8, respectively).  A value greater than the current [[MULTIMODE]] will cause the messages not to be sent to any player.
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''' is a command originally found in pre-v1.0 prototypes of Duke Nukem 3D. In EDuke32, it functions the same as '''operateactivators''' but with a <player id> of 0.
====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.