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 | *398:'''Thing_Spawn'''(tid, type, angle) | ||
:Spawns an object of '''acs_spawndata''' '''num''' ''type'' on top of map spot things marked with TID ''tid'' | :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 | *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.