EVENT EGS: Difference between revisions

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{{EventTable|1=EVENT_EGS|2=closest player to sprite|3=spawned sprite|4=0 values}}
EVENT_EGS is a [[EDuke32_event_list|Game Event]].
EVENT_EGS is a [[EDuke32_event_list|Game Event]].


This [[event]] is triggered when any sprite is spawned on the map. Like [[EVENT_GAME]], this event run for all actors, thus the gamevar [[THISACTOR]] refers to the ID of the sprite that is executing the code.
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 occurs the moment a sprite is spawned.
In comparison, [[EVENT_SPAWN]] runs for all sprites that pre-exist when the map is loaded, AS WELL AS all newly spawned sprites.
 
Note that EVENT_EGS and EVENT_SPAWN are triggered the moment the sprite is spawned.
 
For example:
  useractor notenemy ACTOR
  useractor notenemy ACTOR
  espawn PIGCOP
    espawn PIGCOP
  ifvarg RETURN -1
     setactor[RETURN].pal 1
     setactor[RETURN].pal 1
  enda
  enda
   
   
  onevent EVENT_EGS
  onevent EVENT_EGS
  ifactor PIGCOP
    ifactor PIGCOP
    spritepal 2
        spritepal 2
  endevent
  endevent
In this case, the PIGCOP palette will be 1, because the EVENT_EGS code is triggered before the lines below the [[spawn]] command.
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).


This event does not run for sprites present in the map file. For those, try [[EVENT_SPAWN]] or [[EVENT_LOADACTOR]].
EVENT_EGS can be used to save the original sprite [[owner]] before it's changed.


[[Category:Events]]
[[Category:Events]]

Latest revision as of 01:32, 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.

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.