Lotag: Difference between revisions

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m Added an additional use for lotags on sprites.
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[[sprite]] struct; the sprite's current lotag.
[[sprite]] struct; the sprite's current lotag.
*Actor sprites use lotags to specify what skill the sprite should appear on:
**0 "No Monsters" and above
**1 "Piece of Cake" and above
**2 "Let's Rock" and above
**3 "Come Get Some" and above
**4 "Damn, I'm Good" only
*[[Sector_effector]]s use the lotag to define their function
*[[Sector_effector]]s use the lotag to define their function
*See also: [[Sector_Effector_Reference_Guide]]
*See also: [[Sector_Effector_Reference_Guide]]

Revision as of 14:41, 19 October 2014

lotag is used in the following structures:

sprite struct; the sprite's current lotag.

  • Actor sprites use lotags to specify what skill the sprite should appear on:
    • 0 "No Monsters" and above
    • 1 "Piece of Cake" and above
    • 2 "Let's Rock" and above
    • 3 "Come Get Some" and above
    • 4 "Damn, I'm Good" only


wall struct;

  • On a forcefield, the wall's lotag specifies which switch can turn it off
  • Walls can be assigned a lotag for other special behavior (e.g., to play the "Damn I'm good" sound cue when the player presses use on a mirror)
  • See also Category:Editing_Walls_and_Wall_Effects


sector struct;