User contributions for Printz

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24 October 2024

23 October 2024

  • 16:0316:03, 23 October 2024 diff hist +844 N WeaponBulletAttackCreated page with "{{codepointer|description=Generic weapon bullet attack. |usage='''A_WeaponBulletAttack'''(''horizontal_spread'', ''vertical_spread'', ''number_of_bullets'', ''base_damage'', ''damage_multiplier'') |parameters= *''horizontal_spread'': horizontal spread in degrees (default 0) *''vertical_spread'': vertical spread in degrees (default 0) *''number_of_bullets'': number of hitscan rays (bullets) to fire (default 1) *''base_damage'': minimum damage (default 5) *''damage_multipl..." current
  • 15:5515:55, 23 October 2024 diff hist +66 List of codepointers→‎Parameterized
  • 15:5515:55, 23 October 2024 diff hist +208 FirePlayerMissileNo edit summary current
  • 15:5215:52, 23 October 2024 diff hist +1,051 N WeaponProjectileCreated page with "{{codepointer|description=Generic weapon projectile attack. |usage='''A_WeaponProjectile'''(''type'', ''angle'', ''pitch'', ''horizontal_offset'', ''vertical_offset'') |parameters= *''type'': name of thing type of projectile to spawn (shoot) *''angle'': optional yaw (turning left-right) angle (in degrees) to add to projectile direction *''pitch'': optional pitch (looking up-down) angle (in degrees) to add to projectile direction *''horizontal_offset'': optional offset in..." current
  • 15:4415:44, 23 October 2024 diff hist +67 List of codepointers→‎Parameterized
  • 15:4415:44, 23 October 2024 diff hist +462 N RemoveFlagsCreated page with "{{codepointer|description=MBF21 codepointer to remove flags from actor. |usage='''A_RemoveFlags'''(''standard_flags'', ''mbf21_flags'') |parameters= *''standard_flags'': vanilla DOOM '''flags''' (not '''flags2''' etc.) to remove from actor *''mbf21_flags'': sum of MBF21 flags to remove. |notes=This codepointer comes from MBF21 and is inferior to Eternity's UnSetFlags. Use that one instead. |seealso= *JumpIfFlagsSet *SetFlags *UnSetFlags}}" current
  • 15:4215:42, 23 October 2024 diff hist +63 List of codepointers→‎Alterations
  • 15:4115:41, 23 October 2024 diff hist +476 N AddFlagsCreated page with "{{codepointer|description=Adds the specified thing flags to the actor. |usage='''A_AddFlags'''(''standard_flags'', ''mbf21_flags'') |parameters= *''standard_flags'': vanilla DOOM '''flags''' to add. Beware that '''flags2''' etc. aren't accepted. *''mbf21_flags'': sum of MBF21 flags to add. |notes=This codepointer comes from the MBF21 standard and is inferior to Eternity's SetFlags. Use that one instead. |seealso= *JumpIfFlagsSet *SetFlags *UnSetFlags}}" current
  • 15:3815:38, 23 October 2024 diff hist +50 List of codepointers→‎Alterations
  • 15:3715:37, 23 October 2024 diff hist +847 N MBF21 flagsCreated page with "From some codepointers such as JumpIfFlagsSet, you need to specify MBF21 flags as a number which is a sum of bits. If the function doesn't allow you to specify names joined by |, + or ",", you need to specify them as sum of bits. Here are the available bits and flags: * 1: LOGRAV * 2: SHORTMRANGE * 4: DMGIGNORED * 8: NORADIUSDMG * 16: FORCERADIUSDMG * 32: HIGHERMPROB * 64: RANGEHALF * 128: NOTHRESHOLD * 256: LONGMELEE * 512: BOSS * 1024: MAP07BOSS1 * 2048: MAP07BOSS..." current
  • 15:3315:33, 23 October 2024 diff hist +1 JumpIfFlagsSetNo edit summary current
  • 15:3315:33, 23 October 2024 diff hist +659 N JumpIfFlagsSetCreated page with "{{codepointer|description=Changes current frame to another if actor has the specified thing flags set. |usage='''A_JumpIfFlagsSet'''(''frame'', ''standard_flags'', ''mbf21_flags'') |parameters= *''frame'': frame to jump to if flags are set *''standard_flags'': set of vanilla DOOM flags to check. This means that only from the '''flags''' they are checked, not from '''flags2''' etc. *''mbf21_flags'': sum of MBF21 flag bits for a selection of non-vanilla DOOM flags. War..."

20 October 2024

  • 15:0115:01, 20 October 2024 diff hist +64 JumpIfTargetInSightNo edit summary current
  • 14:5914:59, 20 October 2024 diff hist +565 N JumpIfTargetInSightCreated page with "{{codepointer|description=Jump to a state if caller's target is in line of sight. |usage='''A_JumpIfTargetInSight'''(''state'', ''field_of_view'') |parameters= *''state'': frame to jump to *''field_of_view'': field of view relative to calling actor's angle to check for target in. If 0, it will be in all directions. |notes=This was introduced by MBF21 and is similar to ZDoom's JumpIfTargetInLOS, but with fewer capabilities: it doesn't work with player weapon frames an..."
  • 14:5614:56, 20 October 2024 diff hist +80 List of codepointers→‎Frame scripting
  • 14:5514:55, 20 October 2024 diff hist +282 N JumpIfHealthBelowCreated page with "{{codepointer|description=Jump to a state if caller's health is below the specified threshold. |usage='''A_JumpIfHealthBelow'''(''state'', ''health'') |parameters= *''state'': frame to jump to *''health'': only jump if below this health |notes=The health comparison is strict (<).}}" current
  • 14:5314:53, 20 October 2024 diff hist +78 List of codepointers→‎Frame scripting
  • 14:5214:52, 20 October 2024 diff hist +176 N ClearTracerCreated page with "{{Codepointer|description=Clears the calling actor's seek target, to stop homing. |usage='''A_ClearTracer''' |notes=The projectile will stop homing. |seealso= *FindTracer}}" current
  • 14:5114:51, 20 October 2024 diff hist +58 List of codepointers→‎Homing projectiles
  • 14:5014:50, 20 October 2024 diff hist +638 N FindTracerCreated page with "{{codepointer|description=Search for a valid seek target, if the calling actor doesn't already have one. Particularly useful for player projectiles. |usage='''A_FindTracer'''(''field_of_view'', ''search_distance'') |parameters= *''field_of_view'': the field of view relative to calling actor's angle to search for targets in. Default: 360 degrees (all around) *''search_distance'': distance to search in map blocks (of 128 units each). Default: 10 |notes=This will prefer aim..." current
  • 14:4414:44, 20 October 2024 diff hist +59 List of codepointers→‎Homing projectiles
  • 14:4314:43, 20 October 2024 diff hist +548 N SeekTracerCreated page with "{{codepointer|description=Generic seeker missile function. |usage='''A_SeekTracer'''(''angle_threshold'', ''max_turn'') |parameters= *''angle_threshold'': if angle to target is lower than this, missile will 'snap' directly to face the target (degrees) *''max_turn'': maximum angle a missile will turn towards the target if angle is above the threshold (degrees) |notes= This is similar to HticTracer, except that it's not limited on the Z velocity update the same way as..." current
  • 14:3814:38, 20 October 2024 diff hist +61 List of codepointers→‎Homing projectiles
  • 14:3714:37, 20 October 2024 diff hist +519 N HealChaseCreated page with "{{codepointer|description=Generic, parameterized version of VileChase. |usage='''A_HealChase'''(''state'', ''sound'') |parameters= *''state'': state to jump to when resurrecting a corpse. If none given, the action will fail. *''sound'': sound to play. If none given, it will be silent. |notes=Unlike VileChase, this one will not use the "Heal" state or the Doom 2 archvile default heal state, but only the one you provide in the parameter. Also, the sound will not d..." current
  • 14:3314:33, 20 October 2024 diff hist +63 List of codepointers→‎AI
  • 14:3214:32, 20 October 2024 diff hist +560 N NoiseAlertCreated page with "{{Codepointer|description=Alerts monsters against actor's enemy, using actor as alert source. |usage='''A_NoiseAlert''' |notes=This got introduced in MBF21 and it's different from Eternity and ZDoom's AlertMonsters in the following ways: # This cannot be used from player weapon frames # The alert source this time will come from the actor, not from the actor's target (usually the player). This means you can make a monster that shouts and alerts others audible from it..." current
  • 14:2814:28, 20 October 2024 diff hist +59 List of codepointers→‎AI
  • 14:2514:25, 20 October 2024 diff hist +679 N RadiusDamageCreated page with "{{Codepointer|description=Explosion with different radius and actual damage. |usage='''A_RadiusDamage'''(''damage'', ''radius'') |parameters= *''damage'': Maximum damage to inflict at the origin *''radius'': Maximum distance of the area effect. Damage will decrease linearly. |notes= As with other radius attacks, the distance is Chebyshev, i.e. the maximum of x and y difference, so the area of effect is a square, not a circle (and it's infinitely tall). Beware when making..." current
  • 14:2014:20, 20 October 2024 diff hist +89 List of codepointers→‎Explosions

12 October 2024

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