EVENT EGS: Difference between revisions

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EVENT_EGS is a [[EDuke32_event_list|Game Event]].
EVENT_EGS is a [[EDuke32_event_list|Game Event]].


This [[event]] is triggered when a new sprite is spawned on the map.
This [[event]] is triggered when a new sprite is spawned on the map after load. It is NOT triggered for any pre-placed sprites that are already on the map at load-time.


This event run for all actors, thus the gamevar [[THISACTOR]] refers to the ID of the sprite that is executing the code.
In comparison, [[EVENT_SPAWN]] runs for all sprites that pre-exist when the map is loaded, AS WELL AS all newly spawned sprites. Internally it is used for changing the properties of specific sprites (such as enemies, etc).
 
The playernum is set to the closest player in range. [[vm.playerDist]] is set to the distance of the spawned sprite to the closest player, hence commands such as [[ifpdistl]] will work as expected.
 
Internally, this is the moment the sprite structures and gamevars are reset for the sprite ID.
 
In comparison, [[EVENT_SPAWN]] runs for all sprites that pre-exist when the map is loaded and newly spawned sprites, and internally is used for changing the properties of specific sprites (such as enemies, etc).


Note that EVENT_EGS and EVENT_SPAWN are triggered the moment the sprite is spawned.
Note that EVENT_EGS and EVENT_SPAWN are triggered the moment the sprite is spawned.

Revision as of 00:31, 5 February 2022

Event ID player# THISACTOR RETURN
EVENT_EGS closest player to sprite spawned sprite 0 values

EVENT_EGS is a Game Event.

This event is triggered when a new sprite is spawned on the map after load. It is NOT triggered for any pre-placed sprites that are already on the map at load-time.

In comparison, EVENT_SPAWN runs for all sprites that pre-exist when the map is loaded, AS WELL AS all newly spawned sprites. Internally it is used for changing the properties of specific sprites (such as enemies, etc).

Note that EVENT_EGS and EVENT_SPAWN are triggered the moment the sprite is spawned.

For example:

useractor notenemy ACTOR
    espawn PIGCOP
    setactor[RETURN].pal 1
enda

onevent EVENT_EGS
    ifactor PIGCOP
        spritepal 2
endevent

In this case, the PIGCOP palette will be 1, because EVENT_EGS takes place before the lines below the espawn command.

Deleting sprites during EVENT_EGS may cause problems, since some hard-coded functions may try to change their properties after they were spawned (similar to the espawn example above).

EVENT_EGS can be used to save the original sprite owner before it's changed.