Spawn: Difference between revisions

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(New page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = DeHackEd number of thing type to spawn (must be valid, no default) *Unknown 2 = Integer amount of units to add to...)
 
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Type: Miscellaneous, parameterized
Parameters:  
*'''misc1''' = Thing mnemonic or DeHackEd number to spawn (must be valid, no default)
*'''misc2''' = Integer amount of units to add to z coordinate of object (default = 0)


Parameter Information:
Spawns an object of the provided type at the calling object's location. Friendliness of the calling object will be transferred to the spawned object.
*Unknown 1 = DeHackEd number of thing type to spawn (must be valid, no default)
*Unknown 2 = Integer amount of units to add to z coordinate of object (default = 0)


Purpose: Spawns an object of the provided type at the calling object's location. Friendliness of the calling object will be transferred to the spawned object. This codepointer is new to MBF.
If the type indicated is not valid, the pointer will do nothing. Also note that if both the source and spawned object are solid, they will become stuck to each other. This codepointer is more suitable for boss-brain-like effects.


Notes: This codepointer will no longer crash on invalid thing type numbers as of Eternity Engine v3.31 public beta 3. If the type indicated is not valid, the pointer will do nothing. Also note that if both the source and spawned object are solid, they will become stuck to each other. This codepointer is more suitable for boss-brain-like effects.
Can be used in [[PlayerThunk]].


Thunk: Yes.
==See also==
*[[List of codepointers]]

Revision as of 09:20, 23 May 2010

Parameters:

  • misc1 = Thing mnemonic or DeHackEd number to spawn (must be valid, no default)
  • misc2 = Integer amount of units to add to z coordinate of object (default = 0)

Spawns an object of the provided type at the calling object's location. Friendliness of the calling object will be transferred to the spawned object.

If the type indicated is not valid, the pointer will do nothing. Also note that if both the source and spawned object are solid, they will become stuck to each other. This codepointer is more suitable for boss-brain-like effects.

Can be used in PlayerThunk.

See also