Eventloadactor: Difference between revisions

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[[eventloadactor]] runs when an actor is loaded into the map. Despite the name it is not a game event but an entirely seperate type of block ended with enda. It is most usefull for moving settings out of hitags and lotags and into [[gamevar]]s before they have unwanted hardcoded effects.
The eventloadactor blocks run when an actor is loaded into the map -- despite the name, it is not a game event but rather an entirely separate type of block ended with enda. It is most often used for moving settings out of a [[sprite]]'s hitag or lotag and into a [[gamevar]] before they have undesirable hardcoded effects.


  gamevar ZERO 0 0
<pre>
  gamevar HITAGSAVED 0 2
gamevar ZERO 0 0
  gamevar LOTAGSAVED 0 2
gamevar HITAGSAVED 0 2
  eventloadactor MYSPRITE
gamevar LOTAGSAVED 0 2
 
eventloadactor MYSPRITE
{
     getactor[THISACTOR].hitag HITAGSAVED
     getactor[THISACTOR].hitag HITAGSAVED
     getactor[THISACTOR].lotag LOTAGSAVED
     getactor[THISACTOR].lotag LOTAGSAVED
     setactor[THISACTOR].hitag ZERO
     setactor[THISACTOR].hitag ZERO
     setactor[THISACTOR].lotag ZERO
     setactor[THISACTOR].lotag ZERO
 
}
  enda
enda
</pre>

Revision as of 13:40, 15 September 2005

The eventloadactor blocks run when an actor is loaded into the map -- despite the name, it is not a game event but rather an entirely separate type of block ended with enda. It is most often used for moving settings out of a sprite's hitag or lotag and into a gamevar before they have undesirable hardcoded effects.

gamevar ZERO 0 0
gamevar HITAGSAVED 0 2
gamevar LOTAGSAVED 0 2

eventloadactor MYSPRITE
{
    getactor[THISACTOR].hitag HITAGSAVED
    getactor[THISACTOR].lotag LOTAGSAVED
    setactor[THISACTOR].hitag ZERO
    setactor[THISACTOR].lotag ZERO
}
enda