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.
{{Deprecated}}


  gamevar ZERO 0 0
'''eventloadactor'''
  gamevar HITAGSAVED 0 2
 
  gamevar LOTAGSAVED 0 2
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.
  eventloadactor MYSPRITE
 
<pre>
gamevar ZERO 0 0
gamevar HITAGSAVED 0 2
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>
 
'''Deprecated''', replaced with [[EVENT_LOADACTOR]].
 
[[Category:EDuke commands]]
[[Category:Sprite manipulation]]

Revision as of 04:17, 29 August 2020

This feature is deprecated.
It's recommend not to use this feature.

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

Deprecated, replaced with EVENT_LOADACTOR.