Actor: Difference between revisions

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m Add some missing info such as default values, and reword some paragraphs.
 
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'''actor''' <name> <strength> <action> <move> <ai> { actor code } [[enda]]
<span {{code}}>'''useractor''' <type> <picnum> [strength] [action] [move] [moveflag 1] [...] [moveflag N]</span>


<name> is the name/tile of the actor. You can either input a [[define]]d name, or the tile number directly.
Deprecated: <span {{code}}>'''actor''' <picnum> [strength] [action] [move] [moveflag 1] [...] [moveflag N]</span>


<strength> is the health of the actor.


<action> is the intial [[action]] an actor uses (optional).
Defines the given tile number as an actor, enabling hardcoded actor behavior, attributes and allowing code to be written for sprites of that tile number.


<move> is the initial [[move]] of the actor (optional).
Loosely speaking, "actors" are sprites that run code in game, such as enemies, breakable objects, etc.


<ai> is the actor's initial [[ai]] routine (optional).
The token '''actor''' specifies the start of an actor code block, while '''enda''' marks the end of the block.


{ actor code } is the code for the actor.
'''actor''' MYACTOR
  [...]
'''enda'''
'''useractor''' notenemy MYACTOR2
  [...]
'''enda'''


[[enda]] ends an actor.
When defined with '''actor''' or '''useractor''', the sprites will execute their code once every tic, except for dormant enemies. Actors or dormant actors will have a statnum of 1 and 2 respectively.


Prior to v1.4, only tile numbers hard-coded to execute script would work with the '''actor''' command. After v1.4 new actors could be defined, and the '''useractor''' command was added which allowed actors to be defined as specific types for hard-coded behavior.


Loosely speaking, actors are sprites that run code in game, such as enemies and breakable props. More precisely, an actor is a sprite with a statnum of 1.  Sprites with that statnum will execute their actor code once every game tic.  Prior to version 1.4, only the tile numbers hardcoded to be actors could be actors.  In the GAME.CON script file, they were designated by the [[actor]] command.
With the addition of '''useractor''', the old '''actor''' command is deprecated and remains for compatibility reasons. Using '''actor''' is identical to '''useractor''' except that it always uses the "notenemy" type.


Version 1.4 introduced the [[useractor]] syntax which allows use of any tile number as an actor.
Example:
 
  define MYACTOR 3585
 
Example actor:
  define SOMEACTOR 3585
   
   
  '''actor''' SOMEACTOR 0
  '''useractor''' notenemy MYACTOR 0
ifpdistl 1024  
  ifpdistl 1024  
{  
  {  
     palfrom 32 0 16 0  
     palfrom 32 0 16 0  
}
  }
  enda
  enda
To reuse code between actors, see also: [[state]].
== Parameters ==
All parameters after <picnum> are optional, and receive a default value of 0 if left undefined.
{| {{prettytable}}
| <type> || Defines the actor's hardcoded behavior type. Only used by '''useractor'''.
|-
| <picnum> || Either a [[define]] label, or the tile number as a constant. Identifies the tile to be defined as actor.
|-
| [strength] || Defines the initial health of the actor.
|-
| [action] || Defines the initial [[action]] an actor uses when activated.
|-
| [move] || Defines the initial [[move]] of the actor when activated.
|-
| [moveflag]... || A sequence of bit flags that specifies which hard-coded movement behavior to use, see [[move#moveflags|moveflags]].
|}
== Types ==
The type is technically a [[bitfield]], though "3" is invalid. It is generally either "enemy", "enemystayput", or "notenemy".
{| {{prettytable}}
!Value!!DEFS.CON label!![[gameflags]]!!Description
|-
|0||notenemy||<font color="gray">(None)</font>||Default. Code begins executing at the start of a level. Generally used for interactive objects.
|-
|1||enemy||SFLAG_BADGUY||Enables hard-coded enemy behavior. Code only begins executing upon player sight.
|-
|2||enemystayput||SFLAG_BADGUY<br>SFLAG_BADGUYSTAYPUT||Same as "enemy" plus the [[actor]] will not leave the [[sector]] it is placed in.
|-
|4||<font color="gray">(None)</font>||SFLAG_ROTFIXED||The actor's position in rotating sectors is calculated without rounding errors.
|}


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

Latest revision as of 02:31, 10 January 2021

useractor <type> <picnum> [strength] [action] [move] [moveflag 1] [...] [moveflag N]

Deprecated: actor <picnum> [strength] [action] [move] [moveflag 1] [...] [moveflag N]


Defines the given tile number as an actor, enabling hardcoded actor behavior, attributes and allowing code to be written for sprites of that tile number.

Loosely speaking, "actors" are sprites that run code in game, such as enemies, breakable objects, etc.

The token actor specifies the start of an actor code block, while enda marks the end of the block.

actor MYACTOR
  [...]
enda

useractor notenemy MYACTOR2
  [...]
enda

When defined with actor or useractor, the sprites will execute their code once every tic, except for dormant enemies. Actors or dormant actors will have a statnum of 1 and 2 respectively.

Prior to v1.4, only tile numbers hard-coded to execute script would work with the actor command. After v1.4 new actors could be defined, and the useractor command was added which allowed actors to be defined as specific types for hard-coded behavior.

With the addition of useractor, the old actor command is deprecated and remains for compatibility reasons. Using actor is identical to useractor except that it always uses the "notenemy" type.

Example:

define MYACTOR 3585

useractor notenemy MYACTOR 0
  ifpdistl 1024 
  { 
    palfrom 32 0 16 0 
  }
enda

To reuse code between actors, see also: state.

Parameters

All parameters after <picnum> are optional, and receive a default value of 0 if left undefined.

<type> Defines the actor's hardcoded behavior type. Only used by useractor.
<picnum> Either a define label, or the tile number as a constant. Identifies the tile to be defined as actor.
[strength] Defines the initial health of the actor.
[action] Defines the initial action an actor uses when activated.
[move] Defines the initial move of the actor when activated.
[moveflag]... A sequence of bit flags that specifies which hard-coded movement behavior to use, see moveflags.

Types

The type is technically a bitfield, though "3" is invalid. It is generally either "enemy", "enemystayput", or "notenemy".

Value DEFS.CON label gameflags Description
0 notenemy (None) Default. Code begins executing at the start of a level. Generally used for interactive objects.
1 enemy SFLAG_BADGUY Enables hard-coded enemy behavior. Code only begins executing upon player sight.
2 enemystayput SFLAG_BADGUY
SFLAG_BADGUYSTAYPUT
Same as "enemy" plus the actor will not leave the sector it is placed in.
4 (None) SFLAG_ROTFIXED The actor's position in rotating sectors is calculated without rounding errors.