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ACS built-in functions
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==Function list== ===Sound and music=== *[[ActivatorSound]] *[[AmbientSound]] *[[LocalAmbientSound]] *[[PlayActorSound]] *[[PlaySound]] *[[SectorSound]] *[[SetMusic]] *[[LocalSetMusic]] *[[SoundSequence]] *[[SoundSequenceOnActor]] *[[StopSound]] *[[ThingSound]] ===Sectors=== {|class="wikitable sortable ! Name ! Description |- ||[[ChangeCeiling]]||Changes the ceiling texture. |- ||[[ChangeFloor]]||Changes the floor texture. |- ||[[GetSectorCeilingZ]]||Gets the ceiling height. |- ||[[GetSectorFloorZ]]||Gets the floor height. |- ||[[GetSectorLightLevel]]||Gets the light level. |- ||[[SectorDamage]]||Damages things in sector. |- ||[[SetSectorDamage]]||Modifies the damaging floor status. |- ||[[TagWait]]||Waits for sectors to stop movement. |} ===Things=== *[[ActivatorTID]] *[[ChangeActorAngle]] *[[ChangeActorPitch]] *[[CheckActorCeilingTexture]] *[[CheckActorClass]] *[[CheckActorFloorTexture]] *[[CheckActorProperty]] *bool [[CheckFlag]](int tid, str flag) :Returns true if the first thing with the given tid has the given flag enabled. *[[CheckProximity]] *bool CheckSight(int source, int dest, int flags) :Returns true if there's a line of sight between at least one thing tagged as source and one thing tagged as dest. Currently flags is reserved and must be 0. *int [[ClassifyActor]](int tid) :Checks the kind of thing tagged tid. It returns a set of flags, possibly combined: :*ACTOR_PLAYER (2): it's player-controlled :*ACTOR_VOODOODOLL (8): it's a duplicate player start, not controlled by the player but still linked to it. Used in Boom maps for advanced mapping tricks :*ACTOR_MONSTER (16): it's a monster (has COUNTKILL or KILLABLE thing type flag set) :*ACTOR_MISSILE (128): it's a projectile in flight (has MISSILE thing type flag set) :*ACTOR_GENERIC (256): neither a monster, nor a projectile :*ACTOR_ALIVE (32): has positive health :*ACTOR_DEAD (64): has health <= 0 :*ACTOR_NONE (0): no thing found with this TID :*ACTOR_WORLD (1): TID is 0 but activator isn't a thing *[[GetActorAngle]] *[[GetActorCeilingZ]] *[[GetActorFloorZ]] *[[GetActorLightLevel]] *[[GetActorPitch]] *[[GetActorProperty]] *[[GetActorVelX]] *[[GetActorVelY]] *[[GetActorVelZ]] *[[GetActorX]] *[[GetActorY]] *[[GetActorZ]] *[[IsTIDUsed]] *[[SetActivator]] *[[SetActivatorToTarget]] *void SetActorAngle (int tid, fixed angle) *[[SetActorVelocity]] *void SetActorPitch (int tid, int pitch) *[[SetActorPosition]] *void SetThingSpecial (int tid, int special [, int arg0 [, int arg1 [, int arg2 [, int arg3 [, int arg4]]]]]) *int SetActorState(int tid, str statename[, bool exact]); *[[SetActorProperty]] *int Spawn (str classname, fixed x, fixed y, fixed z [, int tid [, int angle]]) *int SpawnForced (str classname, fixed x, fixed y, fixed z [, int tid [, int angle]]) *[[SpawnProjectile]] *[[SpawnSpot]] *int SpawnSpotFacing (str classname, int spottid [, int tid]) *[[SpawnSpotFacingForced]] *[[SpawnSpotForced]] *int ThingCount (int type, int tid) *int ThingCountName (str classname, int tid) *int ThingCountSector (int type, int tid, int tag) *int ThingCountNameSector (str classname, int tid, int tag) *int Thing_Damage2 (int tid, int amount, str type); *void Thing_Projectile2 (int tid, int type, int angle, int speed, int vspeed, int gravity, int newtid) *int UniqueTID ([int tid[, int limit]]) ===Player=== *[[CheckInventory]] *[[CheckWeapon]] *[[GetWeapon]] *[[GetSigilPieces]] *[[PlayerArmorPoints]] *[[PlayerCount]] *[[PlayerFrags]] *[[PlayerHealth]] *[[PlayerNumber]] *[[SetWeapon]] *[[TakeInventory]] ===Linedefs and sidedefs=== {|class="wikitable sortable" ! zspecial.acs index ! Name ! Return type ! Parameters ! Description |- ||internal|| [[ClearLineSpecial]] || nothing || nothing || Clears the trigger linedef's special. |- || || [[GetLineRowOffset]] || || || |- || || [[GetLineX]] || || || |- || || [[GetLineY]] || || || |- || || [[LineSide]] || || || |- || || [[ReplaceTextures]] || nothing || str old_texture_name, str new_texture_name[, int flags] || |- || || [[SetLineBlocking]] || || || |- ||internal|| [[SetLineMonsterBlocking]] || || || Makes a linedef block or not block monsters. |- || || [[SetLineSpecial]] || || || |- || || [[SetLineTexture]] || nothing || int line_id, int line_side, int sidedef_texture, str texture_name || |} ===Sky=== *[[SetSkyScrollSpeed]] ===Scripts=== *bool ACS_NamedExecuteAlways(str script, int map, int arg1, int arg2, int arg3) :*Executes a named script, starting a new instance if one already exists. Returns true if successfully started. *bool ACS_NamedExecute(str script, int map, int arg1, int arg2, int arg3) :*Executes a named script. Returns true if successfully started. *int ACS_NamedExecuteWithResult (string script, int s_arg1, int s_arg2, int s_arg3, int s_arg4) *bool ACS_NamedSuspend (string script, int map) *bool ACS_NamedTerminate (string script, int map) ===Console=== *int [[GetCVar]] (str cvar) *string [[GetCVarString]] (str cvar) *int GetPlayerInput (int player, int input) ===Polyobjects=== *[[GetPolyobjX]] *[[GetPolyobjY]] *[[PolyWait]] ===Quake=== *[[Radius_Quake2]] ===Math=== *[[Cos]] *fixed [[FixedSqrt]] (fixed number) *int [[Random]] (int min, int max) *int [[Sqrt]] (int number) *[[Sin]] *[[VectorAngle]] *int [[VectorLength]] (int x, int y) ===Strings=== *str StrLeft (str string, int length) *str StrMid (str string, int start, int length) *str StrRight (str string, int length) ===Level state=== *[[GameSkill]] *[[GameType]] *[[GetLevelInfo]] *[[SetAirControl]] *[[SetAirFriction]] *[[SetGravity]] *[[SinglePlayer]] *[[Timer]]
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