Difference between revisions of "Findnearactor"

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(Fix findnear* semantics. If they returned the closest sprite, there would be no point having the <distance> argument.)
 
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findnearactor <[[actor]]> <distance> <[[gamevar]]>
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'''findnearactor''' <[[tile number]]> <distance> <[[gamevar]]><br>
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'''findnearactorvar''' <[[tile number]]> <distance> <[[gamevar]]><br>
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'''findnearactorz''' <[[tile number]]> <xydistance> <zdistance> <[[gamevar]]><br>
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'''findnearactorzvar''' <[[tile number]]> <xydistance> <zdistance> <[[gamevar]]><br>
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'''findnearactor3d''' <[[tile number]]> <distance> <[[gamevar]]><br>
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'''findnearactor3dvar''' <[[tile number]]> <distance> <[[gamevar]]><br>
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'''findnearsprite''' <[[tile number]]> <distance> <[[gamevar]]><br>
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'''findnearspritevar''' <[[tile number]]> <distance> <[[gamevar]]><br>
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'''findnearspritez''' <[[tile number]]> <xydistance> <zdistance> <[[gamevar]]><br>
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'''findnearspritezvar''' <[[tile number]]> <xydistance> <zdistance> <[[gamevar]]><br>
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'''findnearsprite3d''' <[[tile number]]> <distance> <[[gamevar]]><br>
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'''findnearsprite3dvar''' <[[tile number]]> <distance> <[[gamevar]]>
  
Gets the actor ID of the closest <[[actor]]> within <distance> into a <[[gamevar]]>.  If no actor within range is found, the [[gamevar]] is set to -1.  The input for <[[actor]]> may be its tile number (example: 2000) or its defined name (example: PIGCOP).  The <distance> will be determined on the x and y plane only; for finding actors on the x, y, and z axes use [[findnearactor3d]] instead.
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These commands get the sprite ID of ''one'' <[[tile number]]> with distance strictly less than <distance> into a <[[gamevar]]>.  Note that this does not have to be the ''closest'' such <[[tile number]]>. If no sprite within range is found, the [[gamevar]] is set to -1.  The input for <[[tile number]]> may be its tile number (example: 2000) or its defined label (example: PIGCOP).
  
 
By getting the actor ID of a nearby actor, the current actor can use [[getactor]]/[[setactor]] to edit the properties of the target actor or [[getangle]] to face the target actor, among other potential uses.
 
By getting the actor ID of a nearby actor, the current actor can use [[getactor]]/[[setactor]] to edit the properties of the target actor or [[getangle]] to face the target actor, among other potential uses.
  
Also note that if the <[[actor]]> being located within the <distance> is asleep this will return a value of -1
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The ''actor'' finding commands work on a subset of sprites: currently awake, valid actors.  The ''sprite'' finding commands work on a superset of actors: all sprites, including non-actor sprites or sleeping actors.
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The normal finding commands limit distance on the x and y plane only.  If you were to visualize its range, it would be an infinitely tall/deep vertical cylinder, with a radius of <distance>.  The "z" commands work within a finite cylinder, with a radius of <xydistance> and a height extending <zdistance> both above and below.  The "3d" commands work within a sphere, with a radius of <distance>.
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{{varsuffix}}
  
Also see [[findnearsprite]].
 
 
[[Category:EDuke commands]]
 
[[Category:EDuke commands]]
 
[[Category:Sprite manipulation]]
 
[[Category:Sprite manipulation]]

Latest revision as of 05:55, 17 February 2013

findnearactor <tile number> <distance> <gamevar>
findnearactorvar <tile number> <distance> <gamevar>
findnearactorz <tile number> <xydistance> <zdistance> <gamevar>
findnearactorzvar <tile number> <xydistance> <zdistance> <gamevar>
findnearactor3d <tile number> <distance> <gamevar>
findnearactor3dvar <tile number> <distance> <gamevar>
findnearsprite <tile number> <distance> <gamevar>
findnearspritevar <tile number> <distance> <gamevar>
findnearspritez <tile number> <xydistance> <zdistance> <gamevar>
findnearspritezvar <tile number> <xydistance> <zdistance> <gamevar>
findnearsprite3d <tile number> <distance> <gamevar>
findnearsprite3dvar <tile number> <distance> <gamevar>

These commands get the sprite ID of one <tile number> with distance strictly less than <distance> into a <gamevar>. Note that this does not have to be the closest such <tile number>. If no sprite within range is found, the gamevar is set to -1. The input for <tile number> may be its tile number (example: 2000) or its defined label (example: PIGCOP).

By getting the actor ID of a nearby actor, the current actor can use getactor/setactor to edit the properties of the target actor or getangle to face the target actor, among other potential uses.

The actor finding commands work on a subset of sprites: currently awake, valid actors. The sprite finding commands work on a superset of actors: all sprites, including non-actor sprites or sleeping actors.

The normal finding commands limit distance on the x and y plane only. If you were to visualize its range, it would be an infinitely tall/deep vertical cylinder, with a radius of <distance>. The "z" commands work within a finite cylinder, with a radius of <xydistance> and a height extending <zdistance> both above and below. The "3d" commands work within a sphere, with a radius of <distance>.

Commands with an additional "var" suffix take gamevars rather than constants or defined labels for their inputs.