Difference between revisions of "Actor flags"

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The following flags will modify the behavior of [[DECORATE]] actors in certain ways.  If the flag name matches one in ZDoom it is generally safe to assume that the behavior will be similar to that [[ZDoom:Actor flags|flag]] in ZDoom.
 
The following flags will modify the behavior of [[DECORATE]] actors in certain ways.  If the flag name matches one in ZDoom it is generally safe to assume that the behavior will be similar to that [[ZDoom:Actor flags|flag]] in ZDoom.
  
== General Flags ==
+
==General Flags==
=== Physics ===
+
===Physics===
 
* '''{{LE|SHOOTABLE}}'''
 
* '''{{LE|SHOOTABLE}}'''
 
:The actor can be damaged by attacks.
 
:The actor can be damaged by attacks.
 
* '''{{LE|SOLID}}'''
 
* '''{{LE|SOLID}}'''
 
:The actor is solid and should block other actors from moving through it.
 
:The actor is solid and should block other actors from moving through it.
=== Behavior ===
+
===Behavior===
 
* '''{{LE|AMBUSH}}'''
 
* '''{{LE|AMBUSH}}'''
 
:The actor does not respond to sounds and instead waits for the player to come in line of sight.
 
:The actor does not respond to sounds and instead waits for the player to come in line of sight.
 
* '''{{LE|DROPBASEDONTARGET}}'''
 
* '''{{LE|DROPBASEDONTARGET}}'''
 
:Instead of dropping every item in the dropitem list, drop one item based on if the item is present in the target's inventory.
 
:Instead of dropping every item in the dropitem list, drop one item based on if the item is present in the target's inventory.
=== (In)Abilities ===
+
* '''{{LE|OLDRANDOMCHASE}}'''
 +
:Modifies [[A_Chase]] to use the old random number generator table. This flag was added since the number of times a typical Wolfenstein monster calls A_Chase will frequently cycle through the 256-entry random table causing a noticeable difference in aggressiveness at long distances. In general it is preferable to use the new random number generator.
 +
 
 +
===(In)Abilities===
 
* '''{{LE|CANUSEWALLS}}'''
 
* '''{{LE|CANUSEWALLS}}'''
 
:The monster can active doors. Unlike ZDoom, monsters can open locked doors by default.
 
:The monster can active doors. Unlike ZDoom, monsters can open locked doors by default.
 
* '''{{LE|REQUIREKEYS}}'''
 
* '''{{LE|REQUIREKEYS}}'''
 
:The monster needs to have keys in their inventory to open a locked door.
 
:The monster needs to have keys in their inventory to open a locked door.
=== Apperance ===
+
===Apperance===
 
* '''{{LE|BRIGHT}}'''
 
* '''{{LE|BRIGHT}}'''
 
:Treats all states as having the bright flag set.
 
:Treats all states as having the bright flag set.
=== Projectile ===
+
* '''{{LE|RANDOMIZE}}'''
 +
:For monsters this will randomize the first frame to any duration up to what is specified. For projectiles this randomizes the death frame as well with both randomizations cutting up to 3 tics.
 +
===Projectile===
 
* '''{{LE|MISSILE}}'''
 
* '''{{LE|MISSILE}}'''
 
:The actor is a projectile. The actor will move based on its speed automatically, die on collision, etc.
 
:The actor is a projectile. The actor will move based on its speed automatically, die on collision, etc.
=== Miscellaneous ===
+
===Miscellaneous===
* '''{{LE|ALWAYSFAST}}''' {{new}}
+
* '''{{LE|ALWAYSFAST}}'''
 
:A monster with this flag will always attempt to attack when [[A_Chase]] is called instead of taking a random number of steps.
 
:A monster with this flag will always attempt to attack when [[A_Chase]] is called instead of taking a random number of steps.
 
* '''{{LE|COUNTITEM}}'''
 
* '''{{LE|COUNTITEM}}'''
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* '''{{LE|PICKUP}}'''
 
* '''{{LE|PICKUP}}'''
 
:The actor can pick up inventory items by walking over them.
 
:The actor can pick up inventory items by walking over them.
== Additional Flags ==
+
* '''{{LE|PLOTONAUTOMAP}}'''
 +
:The actor is shown on the automap without needing the debug function.
 +
==Additional Flags==
 
The following flags are only applicable to a certain set of actors.
 
The following flags are only applicable to a certain set of actors.
  
=== Inventory ===
+
===Inventory===
 
* '''{{LE|INVENTORY.ALWAYSPICKUP}}'''
 
* '''{{LE|INVENTORY.ALWAYSPICKUP}}'''
 
:This item is picked up even if the player has no use for it.
 
:This item is picked up even if the player has no use for it.
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:Item is placed into the player's visible inventory when picked up. ''(Partially implemented)''
 
:Item is placed into the player's visible inventory when picked up. ''(Partially implemented)''
  
=== Weapon ===
+
===Weapon===
* '''{{LE|WEAPON.DONTBOB}}''' {{new}}
+
* '''{{LE|WEAPON.ALWAYSGRIN}}'''
 +
:By default the grin will only happen the first time a weapon is picked up. This flag forces the grin.
 +
* '''{{LE|WEAPON.DONTBOB}}'''
 
:Disables weapon bobing for this weapon. (Note that this does not disable view movement bob.)
 
:Disables weapon bobing for this weapon. (Note that this does not disable view movement bob.)
 +
* '''{{LE|WEAPON.NOALERT}}'''
 +
:Prevents weapon attacks from alerting the monsters.
 
* '''{{LE|WEAPON.NOAUTOFIRE}}'''
 
* '''{{LE|WEAPON.NOAUTOFIRE}}'''
 
:The weapon will not fire when [[A_WeaponReady]] is reached and the fire key is held down.
 
:The weapon will not fire when [[A_WeaponReady]] is reached and the fire key is held down.
 
* '''{{LE|WEAPON.NOGRIN}}'''
 
* '''{{LE|WEAPON.NOGRIN}}'''
 
:Disables the grin animation when picking up this weapon.
 
:Disables the grin animation when picking up this weapon.

Latest revision as of 22:32, 10 June 2018

The following flags will modify the behavior of DECORATE actors in certain ways. If the flag name matches one in ZDoom it is generally safe to assume that the behavior will be similar to that flag in ZDoom.

General Flags

Physics

  • SHOOTABLE
The actor can be damaged by attacks.
  • SOLID
The actor is solid and should block other actors from moving through it.

Behavior

  • AMBUSH
The actor does not respond to sounds and instead waits for the player to come in line of sight.
  • DROPBASEDONTARGET
Instead of dropping every item in the dropitem list, drop one item based on if the item is present in the target's inventory.
  • OLDRANDOMCHASE
Modifies A_Chase to use the old random number generator table. This flag was added since the number of times a typical Wolfenstein monster calls A_Chase will frequently cycle through the 256-entry random table causing a noticeable difference in aggressiveness at long distances. In general it is preferable to use the new random number generator.

(In)Abilities

  • CANUSEWALLS
The monster can active doors. Unlike ZDoom, monsters can open locked doors by default.
  • REQUIREKEYS
The monster needs to have keys in their inventory to open a locked door.

Apperance

  • BRIGHT
Treats all states as having the bright flag set.
  • RANDOMIZE
For monsters this will randomize the first frame to any duration up to what is specified. For projectiles this randomizes the death frame as well with both randomizations cutting up to 3 tics.

Projectile

  • MISSILE
The actor is a projectile. The actor will move based on its speed automatically, die on collision, etc.

Miscellaneous

  • ALWAYSFAST
A monster with this flag will always attempt to attack when A_Chase is called instead of taking a random number of steps.
  • COUNTITEM
The actor is tallied for treasure.
  • COUNTKILL
The actor counts as a kill.
  • COUNTSECRET
The actor should be consider a secret tally.
  • ISMONSTER
The actor should be considered a monster.
  • PICKUP
The actor can pick up inventory items by walking over them.
  • PLOTONAUTOMAP
The actor is shown on the automap without needing the debug function.

Additional Flags

The following flags are only applicable to a certain set of actors.

Inventory

  • INVENTORY.ALWAYSPICKUP
This item is picked up even if the player has no use for it.
  • INVENTORY.AUTOACTIVATE
Item is activated automatically when picked up. (Partially implemented)
  • INVENTORY.INVBAR
Item is placed into the player's visible inventory when picked up. (Partially implemented)

Weapon

  • WEAPON.ALWAYSGRIN
By default the grin will only happen the first time a weapon is picked up. This flag forces the grin.
  • WEAPON.DONTBOB
Disables weapon bobing for this weapon. (Note that this does not disable view movement bob.)
  • WEAPON.NOALERT
Prevents weapon attacks from alerting the monsters.
  • WEAPON.NOAUTOFIRE
The weapon will not fire when A_WeaponReady is reached and the fire key is held down.
  • WEAPON.NOGRIN
Disables the grin animation when picking up this weapon.