Useractor: Difference between revisions

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It works like flags, where more than one can be set, wich means that enemy and enemystayput already have notenemy code. Using more than one isn't usefull, as long as the most can be done is use enemy and enemystayput togheder, where there is no difference from enemystayput itself.
It works like flags, where more than one can be set, wich means that enemy and enemystayput already have notenemy code. Using more than one isn't usefull, as long as the most can be done is use enemy and enemystayput togheder, where there is no difference from enemystayput itself.
If set to a not defined flag like as 4, looks like useractorenemy wich is already activated when the game starts like a actor.


[[Category:Duke3D 1.3/1.5 commands]]
[[Category:Duke3D 1.3/1.5 commands]]
[[Category:Sprite manipulation]]
[[Category:Sprite manipulation]]

Revision as of 14:52, 25 December 2006

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", "enemystayput", or "notenemy". These terms are defined in DEFS.CON as:

define notenemy 0
define enemy 1
define enemystayput 2
  • The "enemy" type makes an actor that is intended to be used as a character who commences actions on player sight.
  • The "enemystayput" works the same as "enemy," except that the actor will not leave the sector it is placed in.
  • The "notenemy" type was primarily intended to make an actor that is a decoration or otherwise not a threat to the player. This type of actor will have no shadow by default, and it will not be targeted if autoaim is enabled. Actors using the "notenemy" flag have their code executed at startup. This is extremely useful for coding enemies, as this allows for extended function, and has less quirks than using "enemy" or "enemystayput". A shadow may be applied in Eduke32 using the spriteshadow command. This is typically used for all new actors you may code.

<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. Also see strength.

<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.

Also see actor.


It works like flags, where more than one can be set, wich means that enemy and enemystayput already have notenemy code. Using more than one isn't usefull, as long as the most can be done is use enemy and enemystayput togheder, where there is no difference from enemystayput itself.

If set to a not defined flag like as 4, looks like useractorenemy wich is already activated when the game starts like a actor.