Operateactivators: Difference between revisions

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'''operateactivators '''<lotag> <player id>
'''operateactivators '''<lotag> <player id>


Placed inside an actor code, it allows an actor to trigger activators 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 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.
Placed inside an actor code, it allows an actor to trigger activators 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.


[[Category:EDuke32 specific commands]]
[[Category:EDuke32 specific commands]]
[[Category:Sector manipulation]]
[[Category:Sector manipulation]]

Revision as of 10:19, 21 October 2011

operateactivators <lotag> <player id>

Placed inside an actor code, it allows an actor to trigger activators 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.