Useractor: Difference between revisions

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'''useractor''' <actortype> <name> [strength] [action] [move] [moveflags...]<br>
#REDIRECT [[actor]]
:(actor code...)<br>
[[enda]]
 
Similar to [[actor]]. This defines a new [[actor]] in a slightly more specific manner, and it does so without restraining the amount of [[define]]d [[actor]]s. Version 1.3D only allowed so many [[actor]]s so to add a new one required replacing another. Version 1.5 remedied this with useractor.
 
<actortype> can either be "enemy", "enemystayput", or "notenemy". These terms are defined in DEFS.CON as:
 
:[[define]] notenemy      0
:[[define]] enemy          1
:[[define]] enemystayput  2
 
*The "enemy" type makes an [[actor]] that is intended to be used as a character who commences actions on player sight.
*The "enemystayput" works the same as "enemy," except that the [[actor]] will not leave the [[sector]] it is placed in. 
*The "notenemy" type was primarily intended to make an [[actor]] that is a decoration or otherwise not a threat to the player.  This type of [[actor]] will have no shadow by default, and it will not be targeted if autoaim is enabled. [[Actor]]s using the "notenemy" flag have their code executed at startup. This is extremely useful for coding enemies, as this allows for extended function, and has less quirks than using "enemy" or "enemystayput".
 
<name> is the name/tile of the [[actor]]. You can either input a defined name, or the tile number directly.
 
<strength> is the health of the [[actor]]. Also see [[strength]].
 
<action> is the intial [[action]] an [[actor]] uses (optional).
 
<move> is the initial [[move]] of the actor (optional).
 
<moveflags...> is is a (possibly empty) sequence of parameters that specify certain hardcoded movement behavior (optional, see [[move]]).
 
(actor code...) is obviously the code for the [[actor]].
 
[[enda]] ends an [[actor]].
 
'''useractor''' is typically used for all new [[actor]]s you may code.
 
A shadow may be applied in EDuke32 using the [[spriteshadow]] command.
 
When the notenemy option is chosen, the blocking feature will work differently. For some reason, you can walk through moving actors, but when they stand still, you can't?
 
Also see [[actor]].
 
[[Category:Duke3D 1.3/1.5 commands]]
[[Category:Sprite manipulation]]

Latest revision as of 00:42, 20 February 2020

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