Operateactivators: Difference between revisions

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operateactivators <lotag> <sprite id>
<span {{code}}>'''operateactivators''' <lotag> <player id></span>


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.
When executed, will trigger the sprites ''ACTIVATOR'' (tilenum 2) and ''ACTIVATORLOCKED'' (tilenum 4) identified by the lotag. This works both from within [[actor]] and [[event]] code.
 
====Arguments====
 
* <span {{code}}><lotag></span>: Either a [[gamevar]] or a constant. Identifies the activator to be triggered in the current map.
 
* <span {{code}}><player id></span>: Defines which player to send the "LOCKED" and "UNLOCKED" messages to, if triggered (quotes 4 and 8, respectively). A value greater than the current [[MULTIMODE]] will cause the messages not to be sent to any player.
 
== activate ==
 
<span {{code}}>'''activate''' <lotag></span>
 
A deprecated command originally found in pre-v1.0 prototypes of Duke Nukem 3D.
 
In EDuke32, it functions the same as '''operateactivators''' but with a fixed <player id> value of 0.
 
[[Category:EDuke32 specific commands]]
[[Category:Sector manipulation]]

Latest revision as of 06:09, 9 January 2021

operateactivators <lotag> <player id>

When executed, will trigger the sprites ACTIVATOR (tilenum 2) and ACTIVATORLOCKED (tilenum 4) identified by the lotag. This works both from within actor and event code.

Arguments

  • <lotag>: Either a gamevar or a constant. Identifies the activator to be triggered in the current map.
  • <player id>: Defines which player to send the "LOCKED" and "UNLOCKED" messages to, if triggered (quotes 4 and 8, respectively). A value greater than the current MULTIMODE will cause the messages not to be sent to any player.

activate

activate <lotag>

A deprecated command originally found in pre-v1.0 prototypes of Duke Nukem 3D.

In EDuke32, it functions the same as operateactivators but with a fixed <player id> value of 0.