Thing linedef types: Difference between revisions

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Eternity can spawn or manipulate things in the map. All thing linedefs are parameterized.
Eternity can spawn or manipulate things in the map. All thing linedefs are parameterized.
{{Backto|Linedef types}}
{{Backto|Linedef types}}
*398:'''Thing_Spawn'''(tid, type, angle, newtid)
*398:'''Thing_Spawn'''(tid, type, angle)
:Spawns an object of '''acs_spawndata''' '''num''' ''type'' on top of map spot things marked with TID ''tid''. ''Newtid'' can be assigned as spawnee's own TID. Note: teleportation fog is spawned as well.
:Spawns an object of '''acs_spawndata''' '''num''' ''type'' on top of map spot things marked with TID ''tid''. Note: teleportation fog is spawned as well.
*399:'''Thing_SpawnNoFog'''(tid, type, angle, newtid)
*399:'''Thing_SpawnNoFog'''(tid, type, angle)
:Similar to above, but without teleportation fog.
:Similar to above, but without teleportation fog.
*402:'''Thing_Projectile'''(tid, type, angle, speed, verticalspeed)
*402:'''Thing_Projectile'''(tid, type, angle, speed, verticalspeed)

Revision as of 11:37, 4 January 2016

Eternity can spawn or manipulate things in the map. All thing linedefs are parameterized.

Back to Linedef types
  • 398:Thing_Spawn(tid, type, angle)
Spawns an object of acs_spawndata num type on top of map spot things marked with TID tid. Note: teleportation fog is spawned as well.
  • 399:Thing_SpawnNoFog(tid, type, angle)
Similar to above, but without teleportation fog.
  • 402:Thing_Projectile(tid, type, angle, speed, verticalspeed)
Throws a projectile from a map spot. Can also be used to throw a flying monster. Like in Thing_Spawn, type is an acs_spawndata num. Note that speed and verticalspeed are in eighths (units per 8 tics). Up is positive for verticalspeed.
  • 403:Thing_ProjectileGravity(tid, type, angle, speed, verticalspeed)
Same as above, but the thrown projectile or monster will be subject to gravity.
  • 404:Thing_Activate(tid)
"Activates" an object of TID tid. The object will enter activestate while playing activatesound. If the object is a monster (SHOOTABLE or KILLABLE flag set), its DORMANT flag will be reset as well, "waking it up" from a statue.
  • 405:Thing_Deactivate(tid)
Analogous/opposite to the above, the object will enter inactivestate while playing deactivatesound. If the object is a monster (SHOOTABLE or KILLABLE flag set), its DORMANT flag will be set as well, turning it into a statue.
  • 421:Thing_ChangeTID(oldtid, newtid) (since Nov 14 2015)
Sets the TID of all things which currently have oldtid to the value newtid.