Operateactivators: Difference between revisions

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operateactivators <lotag> <sprite id>
'''operateactivators''' <lotag> <player id><br>
'''activate''' <lotag>


Placed inside an actor code, it allows an actor to trigger activators and activorlocked sprites. The actor does not need to be near the activator at hand, as long as it points to the lotag specified in the map and uses the correct sprite id.
Placed inside an actor code, '''operateactivators''' allows an actor to trigger ACTIVATOR and ACTIVATORLOCKED sprites. The actor does not need to be near the activator at hand, as long as it identifies the lotag specified in the map. The parameter "lotag" can be either a gamevar or a regular number. The player id specified determines which player receives the "LOCKED" and "UNLOCKED" messages (quotes 4 and 8, respectively).  A value greater than the current [[MULTIMODE]] will cause the messages not to be sent to any player.
 
'''activate''' is a command originally found in pre-v1.0 prototypes of Duke Nukem 3D. In EDuke32, it functions the same as '''operateactivators''' but with a <player id> of 0.
 
[[Category:EDuke32 specific commands]]
[[Category:Sector manipulation]]

Revision as of 03:34, 3 June 2013

operateactivators <lotag> <player id>
activate <lotag>

Placed inside an actor code, operateactivators allows an actor to trigger ACTIVATOR and ACTIVATORLOCKED sprites. The actor does not need to be near the activator at hand, as long as it identifies the lotag specified in the map. The parameter "lotag" can be either a gamevar or a regular number. The player id specified determines which player receives the "LOCKED" and "UNLOCKED" messages (quotes 4 and 8, respectively). A value greater than the current MULTIMODE will cause the messages not to be sent to any player.

activate is a command originally found in pre-v1.0 prototypes of Duke Nukem 3D. In EDuke32, it functions the same as operateactivators but with a <player id> of 0.