Editing EDF weapon reference
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Latest revision | Your text | ||
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TODO: Initial spiel. | |||
{{See|User:Altazimuth/Weapon info flags}} | |||
{{See|Weapon info flags}} | |||
{{Backto|EDF}} | {{Backto|EDF}} | ||
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flashstate2 <frame> | flashstate2 <frame> | ||
holdstate2 <frame> | holdstate2 <frame> | ||
ammouse <number> | ammouse <number> | ||
ammouse2 <number> | ammouse2 <number> | ||
selectionorder < | selectionorder <number> | ||
slotnumber <number> | slotnumber <number> | ||
slotselectionorder <floating-point number> | slotselectionorder <floating-point number> | ||
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mod <MOD name OR number> | mod <MOD name OR number> | ||
recoil < | recoil <number> | ||
hapticrecoil <number> | hapticrecoil <number> | ||
haptictime <number> | haptictime <number> | ||
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:Default = (nothing) | :Default = (nothing) | ||
:Sets the weapon info from which this will copy properties. All of the properties except '''dehackednum''' will be copied from the base actor type. | :Sets the weapon info from which this will copy properties. All of the properties except '''dehackednum''' will be copied from the base actor type. | ||
====States==== | ====States==== | ||
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*'''upstate''' | *'''upstate''' | ||
:Default = S_NULL | :Default = S_NULL | ||
:Sets the frame which a weapon starts in when it is raised. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''upstate''' at S_NULL | :Sets the frame which a weapon starts in when it is raised.If the object is supposed to have any dynamic purpose or be visible, do not leave the '''upstate''' at S_NULL. | ||
*'''downstate''' | *'''downstate''' | ||
:Default = S_NULL | :Default = S_NULL | ||
:Sets the frame which a weapon starts in when it is being lowered. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''downstate''' at S_NULL | :Sets the frame which a weapon starts in when it is being lowered. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''downstate''' at S_NULL. | ||
*'''readystate''' | *'''readystate''' | ||
:Default = S_NULL | :Default = S_NULL | ||
:Sets the frame which a weapon starts in when it is ready to be fired. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''readystate''' at S_NULL | :Sets the frame which a weapon starts in when it is ready to be fired. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''readystate''' at S_NULL. | ||
*'''attackstate''' | *'''attackstate''' | ||
:Default = S_NULL | :Default = S_NULL | ||
:Sets the frame which a weapon goes to if the user tries to perform a primary attack. Though not necessary, it is suggested for weapons to have an attackstate for primary firing purposes | :Sets the frame which a weapon goes to if the user tries to perform a primary attack. Though not necessary, it is suggested for weapons to have an attackstate for primary firing purposes. | ||
*'''flashstate''' | *'''flashstate''' | ||
:Default = S_NULL | :Default = S_NULL | ||
:Sets the frame which a weapon jumps to if a [[List of codepointers|codepointer]] causes a weapon to flash | :Sets the frame which a weapon jumps to if a [[List of codepointers|codepointer]] causes a weapon to flash. | ||
*'''holdstate''' | *'''holdstate''' | ||
:Default = S_NULL | :Default = S_NULL | ||
:Sets the frame jumped to by [[ReFire|A_ReFire]] if the player is still holding the primary attack button | :Sets the frame jumped to by [[ReFire|A_ReFire]] if the player is still holding the primary attack button. | ||
*'''attackstate2''', '''flashstate2''', '''holdstate2''' | *'''attackstate2''', '''flashstate2''', '''holdstate2''' | ||
:Default = S_NULL | :Default = S_NULL | ||
: The equivalent of '''attackstate''', '''flashstate''', and '''holdstate''', but for alternate fire | : The equivalent of '''attackstate''', '''flashstate''', and '''holdstate''', but for alternate fire. | ||
====Selection Order and Weapon Slots==== | ====Selection Order and Weapon Slots==== | ||
*'''selectionorder''' | *'''selectionorder''' | ||
:Default = -1 | :Default = -1 | ||
:Sets the priority for selection of the weapon. The lower the number, the higher its priority. | :Sets the priority for selection of the weapon. The lower the number, the higher its priority. | ||
*'''slotnumber''' | *'''slotnumber''' | ||
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:Default = "" | :Default = "" | ||
:This field specifies a combined list of flags to be subtracted from the weapon's existing flags values (this works the same as the flags field above). Flags in this list are "turned off" in the weapon, as if they had never been listed. If flags are listed here which are not already "on," there is no effect on those flags. This field is most useful within weapondelta sections and in concert with weapon info inheritance. This field will be applied AFTER the addflags field is applied, so it could potentially turn off flags turned on by that field. | :This field specifies a combined list of flags to be subtracted from the weapon's existing flags values (this works the same as the flags field above). Flags in this list are "turned off" in the weapon, as if they had never been listed. If flags are listed here which are not already "on," there is no effect on those flags. This field is most useful within weapondelta sections and in concert with weapon info inheritance. This field will be applied AFTER the addflags field is applied, so it could potentially turn off flags turned on by that field. | ||