Checkactivatormotion: Difference between revisions
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Described how to calculate the same thing for masterswitches |
m formatting |
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Line 17: | Line 17: | ||
ifactor MASTERSWITCH | ifactor MASTERSWITCH | ||
{ | { | ||
for temp sprofstat 1 | |||
{ | |||
getav[temp].MASTERSWITCH_SUBSCRIBE temp2 | |||
ife temp2 sprite[].lotag | |||
setav[temp].MASTERSWITCH_RETURN 1 | setav[temp].MASTERSWITCH_RETURN 1 | ||
} | |||
} | } | ||
endevent | endevent |
Revision as of 12:35, 25 March 2021
checkactivatormotion <lotag>
Checks to see if the activator with the lotag specified is in motion or not - if it is, than RETURN is set to 1.
Detecting MasterSwitch motion
checkactivatormotion only detects activator motions, but it won't return 1 if it's a delayed masterswitch that goes off. Fortunately, there is a way to check for this. When a MasterSwitch starts moving, the sprite is deleted, meaning that we can catch it in EVENT_KILLIT and act appropriately.
One way to handle this:
var MASTERSWITCH_SUBSCRIPTION 0 2 var MASTERSWITCH_RETURN 0 2 var temp 0 2 var temp2 0 2 appendevent EVENT_KILLIT ifactor MASTERSWITCH { for temp sprofstat 1 { getav[temp].MASTERSWITCH_SUBSCRIBE temp2 ife temp2 sprite[].lotag setav[temp].MASTERSWITCH_RETURN 1 } } endevent useractor notenemy MASTERSWITCHHANDLER // this actor has to do something if it detects the masterswitch is moving set MASTERSWITCH_SUBSCRIPTION <lotag to check> ife MASTERSWITCH_RETURN 1 { // do stuff set MASTERSWITCH_RETURN 0 // remember to reset this or whatever code will keep triggering } enda