Difference between revisions of "Action specials"
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== List of Action specials == | == List of Action specials == | ||
− | * 1:'''Door_Open'''(speed, lock, type) | + | * 1:'''Door_Open'''(tag, speed, delay, lock, type) |
− | :Activates the tile as a sliding door. Typical speed is 16. Lock specifies what keys are needed according to [[LOCKDEFS]]. Type is reserved | + | :Activates the tile as a sliding door. Typical speed is 16. Lock specifies what keys are needed according to [[LOCKDEFS]]. Delay is the number of tics the door is held open or -1 for a door that should remain open until manually closed. Type is either 0 for horizontal doors or 1 for vertical doors. (Further values are reserved for other types of door animation in the future.) |
− | * 2:'''Pushwall_Move'''(speed, direction, distance) | + | * 2:'''Pushwall_Move'''(tag, speed, direction, distance) |
− | :Moves the pushwall in the trigger's tile. A typical speed is 8. Direction specifies the relative direction to move the pushwall (0 = right, | + | :Moves the pushwall in the trigger's tile. A typical speed is 8. Direction specifies the relative direction to move the pushwall (0 = right, 2 = back, 4 = left, 6 = towards). Distance is in tiles or 0 if it should move until blocked. If 8 is added to the direction then the direction is absolute (8 = east, 10 = north, 12 = west, 14 = south). Odd directions are reserved for when diagonal pushwalls are supported. |
* 3:'''Exit_Normal'''(pos) | * 3:'''Exit_Normal'''(pos) | ||
:Exits the level using the standard exit. Pos is reserved and should be 0. | :Exits the level using the standard exit. Pos is reserved and should be 0. | ||
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* 6:'''Exit_VictorySpin'''() | * 6:'''Exit_VictorySpin'''() | ||
:Standard exit but does a BJ jump sequence. Normally activated by a pickup. This sequence is partially handled by the {{Class|BJRun}} actor which is spawned. | :Standard exit but does a BJ jump sequence. Normally activated by a pickup. This sequence is partially handled by the {{Class|BJRun}} actor which is spawned. | ||
+ | * 7:'''Exit_Victory'''(pos) {{new}} | ||
+ | :Exits the level using the victory exit. Pos is reserved and should be 0. | ||
+ | * 8:'''Trigger_Execute'''(x, y, z) {{new}} | ||
+ | :Executes all triggers on a given map spot. Useful for activating something on monster death or having multiple switches do the same thing. |
Revision as of 09:28, 12 June 2013
Action specials are function which are activated either by UWMF#Triggers or DECORATE actions.
List of Action specials
- 1:Door_Open(tag, speed, delay, lock, type)
- Activates the tile as a sliding door. Typical speed is 16. Lock specifies what keys are needed according to LOCKDEFS. Delay is the number of tics the door is held open or -1 for a door that should remain open until manually closed. Type is either 0 for horizontal doors or 1 for vertical doors. (Further values are reserved for other types of door animation in the future.)
- 2:Pushwall_Move(tag, speed, direction, distance)
- Moves the pushwall in the trigger's tile. A typical speed is 8. Direction specifies the relative direction to move the pushwall (0 = right, 2 = back, 4 = left, 6 = towards). Distance is in tiles or 0 if it should move until blocked. If 8 is added to the direction then the direction is absolute (8 = east, 10 = north, 12 = west, 14 = south). Odd directions are reserved for when diagonal pushwalls are supported.
- 3:Exit_Normal(pos)
- Exits the level using the standard exit. Pos is reserved and should be 0.
- 4:Exit_Secret(pos)
- Exits the level using the secret exit. Pos is reserved and should be 0.
- 5:Teleport_NewMap(map, pos, flags)
- Exits and travels to the specified map by levelnum. Pos is reserved and should be 0. Flags are 1 = Keep direction, 2 = Keep position.
- 6:Exit_VictorySpin()
- Standard exit but does a BJ jump sequence. Normally activated by a pickup. This sequence is partially handled by the BJRun actor which is spawned.
- 7:Exit_Victory(pos) (New from 1.4)
- Exits the level using the victory exit. Pos is reserved and should be 0.
- 8:Trigger_Execute(x, y, z) (New from 1.4)
- Executes all triggers on a given map spot. Useful for activating something on monster death or having multiple switches do the same thing.