User contributions for Printz
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24 October 2024
- 14:1214:12, 24 October 2024 diff hist +77 List of codepointers →Heretic specific Tag: Reverted
- 14:1114:11, 24 October 2024 diff hist +370 N WeaponAlert Created page with "{{codepointer|description=Alert monsters within sound-travel distance of the player's presence. |usage='''A_WeaponAlert''' |notes= Normally all weapons alert monsters when player starts the attack, but they can be set to silent in weaponinfo, or this codepointer can be used in other frames besides the attack sequence. |seealso= *AlertMonsters *NoiseAlert}}" current
- 14:0914:09, 24 October 2024 diff hist +67 List of codepointers →Weapon maintenance
- 14:0814:08, 24 October 2024 diff hist +522 N GunFlashTo Created page with "{{codepointer|description=Generic weapon muzzle flash. |usage='''A_GunFlashTo'''(''frame'', ''no_actor_flash'') |parameters= *''frame'': weapon frame to set the flash weapon sprite to *''no_actor_splash'': if nonzero, it will ''not'' change player avatar's frame to its class '''altattack''' (which in DOOM shows as the marine firing the weapon) |notes=This changes the gunflash weapon sprite, not the main one, making it visible if currently off. This is a more powerful ver..." current
- 14:0614:06, 24 October 2024 diff hist +56 List of codepointers →Weapon maintenance
- 14:0514:05, 24 October 2024 diff hist +498 N RefireTo Created page with "{{codepointer|description=Changes weapon frame to a given state if the fire button is currently being pressed and the weapon has enough ammo to fire. |usage='''A_RefireTo'''(''frame'', ''skip_ammo_check'') |parameters= *''frame'': state to jump to if check passes *''skip_ammo_check'': if nonzero, skip the ammo check and change state |notes=Like ReFire, this will change state if player is holding fire, but lets you change to another frame instead of the attack frame...." current
- 14:0314:03, 24 October 2024 diff hist +75 List of codepointers →Weapon maintenance
- 14:0214:02, 24 October 2024 diff hist +371 N CheckAmmo Created page with "{{codepointer|description=Changes weapon frame if ammo is below amount. |usage='''A_CheckAmmo'''(''frame'', ''amount'') |parameters= *''frame'': frame (state) to jump to if ammo is below ''amount'' *''amount'': how much ammo to compare |notes=MBF21 introduced this codepointer. Eternity also offers CheckReloadEx which is more flexible. |seealso= *CheckReloadEx}}" current
- 14:0014:00, 24 October 2024 diff hist +58 List of codepointers →Weapon maintenance
- 13:5813:58, 24 October 2024 diff hist +458 N ConsumeAmmo Created page with "{{codepointer|description=Subtract ammo from the currently selected weapon's ammo pool. |usage='''A_ConsumeAmmo'''(''amount'') |parameters= *''amount'': amount of ammo to subtract. If zero, it will default to current weapon's '''ammopershot''' value. |notes=''Amount'' can be negative, in which case it will actually ''add'' ammo. MBF21 introduced this codepointer, and unlike SubtractAmmo, this one lets you specify amount. |seealso= *SubtractAmmo}}" current
- 13:5513:55, 24 October 2024 diff hist +59 List of codepointers →Weapon maintenance
- 13:5413:54, 24 October 2024 diff hist +516 N WeaponJump Created page with "{{Codepointer|description=Random frame change (jump) for weapon frames (not actor frames). |usage='''A_WeaponJump'''(''frame'', ''chance'') |parameters= *''frame'': Frame to jump to if random chance passes *''chance'': chance out of 256 that it will switch to ''frame'' |notes=MBF21 introduced this as a weapon frame usable version of RandomJump, which only works on actor frames. Eternity already has Jump from ZDoom which is flexible with both actor and weapon fram..." current
- 13:5113:51, 24 October 2024 diff hist +72 List of codepointers →Weapon frame scripting
23 October 2024
- 15:0315:03, 23 October 2024 diff hist +844 N WeaponBulletAttack Created 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
- 14:5514:55, 23 October 2024 diff hist +66 List of codepointers →Parameterized
- 14:5514:55, 23 October 2024 diff hist +208 FirePlayerMissile No edit summary current
- 14:5214:52, 23 October 2024 diff hist +1,051 N WeaponProjectile Created 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
- 14:4414:44, 23 October 2024 diff hist +67 List of codepointers →Parameterized
- 14:4414:44, 23 October 2024 diff hist +462 N RemoveFlags Created 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
- 14:4214:42, 23 October 2024 diff hist +63 List of codepointers →Alterations
- 14:4114:41, 23 October 2024 diff hist +476 N AddFlags Created 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
- 14:3814:38, 23 October 2024 diff hist +50 List of codepointers →Alterations
- 14:3714:37, 23 October 2024 diff hist +847 N MBF21 flags Created 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
- 14:3314:33, 23 October 2024 diff hist +1 JumpIfFlagsSet No edit summary current
- 14:3314:33, 23 October 2024 diff hist +659 N JumpIfFlagsSet Created 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
- 14:0114:01, 20 October 2024 diff hist +64 JumpIfTargetInSight No edit summary current
- 13:5913:59, 20 October 2024 diff hist +565 N JumpIfTargetInSight Created 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..."
- 13:5613:56, 20 October 2024 diff hist +80 List of codepointers →Frame scripting
- 13:5513:55, 20 October 2024 diff hist +282 N JumpIfHealthBelow Created 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
- 13:5313:53, 20 October 2024 diff hist +78 List of codepointers →Frame scripting
- 13:5213:52, 20 October 2024 diff hist +176 N ClearTracer Created 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
- 13:5113:51, 20 October 2024 diff hist +58 List of codepointers →Homing projectiles
- 13:5013:50, 20 October 2024 diff hist +638 N FindTracer Created 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
- 13:4413:44, 20 October 2024 diff hist +59 List of codepointers →Homing projectiles
- 13:4313:43, 20 October 2024 diff hist +548 N SeekTracer Created 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
- 13:3813:38, 20 October 2024 diff hist +61 List of codepointers →Homing projectiles
- 13:3713:37, 20 October 2024 diff hist +519 N HealChase Created 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
- 13:3313:33, 20 October 2024 diff hist +63 List of codepointers →AI
- 13:3213:32, 20 October 2024 diff hist +560 N NoiseAlert Created 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
- 13:2813:28, 20 October 2024 diff hist +59 List of codepointers →AI
- 13:2513:25, 20 October 2024 diff hist +679 N RadiusDamage Created 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
- 13:2013:20, 20 October 2024 diff hist +89 List of codepointers →Explosions
12 October 2024
- 14:5814:58, 12 October 2024 diff hist +753 N MonsterProjectile Created page with "{{Codepointer|description=Generic monster projectile attack. |usage='''A_MonsterProjectile'''(''thingtype'', ''angle'', ''pitch'', ''horizontal_offset'', ''vertical_offset'') |parameters= *''thingtype'': name of projectile thingtype to spawn *''angle'': angle (in degrees) to add to the shooting angle *''pitch'': vertical angle in degrees to add to the shooting angle *''horizontal_offset'': offset in front of attacker to produce the missile *''vertical_offset'': offse..." current
- 14:5114:51, 12 October 2024 diff hist +66 List of codepointers →Parameterized
- 14:5014:50, 12 October 2024 diff hist +653 N SpawnObject Created page with "{{Codepointer|description=Generic actor spawn function. |usage='''A_SpawnObject'''(''thingtype'', ''angle'', ''offsetx'', ''offsety'', ''offsetz'', ''velx'', ''vely'', ''velz'') |parameters= *''thingtype'': name of thing to spawn *''angle'': degrees relative to spawner's angle to give to the new thing *''offsetx'', ''offsety'', ''offsetz'': offset relative to actor's facing: to the right, forward and upwards respectively. *''velx'', ''vely'', ''velz'': optional velocity..." current
- 14:3914:39, 12 October 2024 diff hist +49 List of codepointers →Alterations
- 14:3814:38, 12 October 2024 diff hist +226 Turn No edit summary current
- 14:3714:37, 12 October 2024 diff hist +20 Turn No edit summary
- 14:3614:36, 12 October 2024 diff hist +832 N TurnProjectile Created page with "{{Codepointer|description=Like Turn, but also changes the velocity to match the new angle. |usage='''A_TurnProjectile'''(''mode'', ''counter_or_value'') '''misc1''' ''angle'' |parameters= *''mode'': if 0 (default), use the '''misc1''' field ''angle'', which is the number of degrees to increase angle. If 1, then ''counter_or_value'' is a counter ID (0 to 7) with the number of degrees to rotate, not '''misc1'''. If 2, then ''counter_or_value'' is a counter ID (0 to..." current
- 14:2814:28, 12 October 2024 diff hist +87 List of codepointers →Simple movement