GetActorProperty
int GetActorProperty (int tid, int property)
Parameters
- tid: TID of the actor. Use 0 to refer to the activator.
- property: One of the properties listed below.
Actor Properties
APROP_Accuracy | integer | Accuracy of the actor. | ||||||||||||||||||||||||||||
APROP_Alpha | fixed point | Alpha of the actor. Range is [0.0, 1.0] | ||||||||||||||||||||||||||||
APROP_Ambush | bool | Whether the actor's AMBUSH flag is set or not. | ||||||||||||||||||||||||||||
APROP_AttackZOffset | fixed point | The attack z offset of the player. | ||||||||||||||||||||||||||||
APROP_ChaseGoal | bool | Walks to goal instead of target if a valid goal is set | ||||||||||||||||||||||||||||
APROP_Damage | integer | Actor's damage. | ||||||||||||||||||||||||||||
APROP_DamageFactor | fixed point | Generic damage factor for the actor. It is applied before any specific DamageFactor. | ||||||||||||||||||||||||||||
APROP_DamageMultiplier | fixed point | Generic damage multiplier for the actor. This is typically used on actors (e.g monsters) to strengthen or weaken the damage they deal from their attacks. | ||||||||||||||||||||||||||||
APROP_DamageType | string | Actor's damage type. | ||||||||||||||||||||||||||||
APROP_Dormant | bool | Whether or not actor has the DORMANT flag. | ||||||||||||||||||||||||||||
APROP_Dropped | bool | Whether or not actor has the DROPPED flag. Dropped items are destroyed by closing doors and crushers while non-dropped items are not; and in games with the “Weapons Stay” option of DMFlags turned on, only weapons with the DROPPED flag set to 0 stay. By default, any item not placed originally on the map has the DROPPED flag set to 1. | ||||||||||||||||||||||||||||
APROP_Friction | fixed point | Actor's current friction factor. | ||||||||||||||||||||||||||||
APROP_Friendly | bool | Actor is friendly to the player and hostile to enemies. In addition to setting and clearing the FRIENDLY flag, when the property is set to true, the total kill count of the map is decreased by one for each affected actor, provided they are countable (only hostile monsters are countable), and is increased when the property is set to false. | ||||||||||||||||||||||||||||
APROP_FriendlySeeBlocks | integer | The range in which friendly monsters or hostile monsters with SEEFRIENDLYMONSTERS on can see other non-player actors. This value is measured in increments of 128 map units, e.g a value of 32 equals a range of 4096 map units. | ||||||||||||||||||||||||||||
APROP_Frightened | bool | Monster runs away from player. | ||||||||||||||||||||||||||||
APROP_Gravity | fixed point | Current gravity factor of actor. | ||||||||||||||||||||||||||||
APROP_Health | integer | Actor's current health. Setting this property to 0 or less, kills the actor. | ||||||||||||||||||||||||||||
APROP_Height | fixed point | Actor's current height. | ||||||||||||||||||||||||||||
APROP_Invulnerable | bool | Actor will not lose any health. | ||||||||||||||||||||||||||||
APROP_JumpZ | fixed point | Player's jump height. The formula for jumping distance is (JumpZ * 2) / 2 + MaxStepHeight, and to get a specific JumpZ from a jumping height you want to achieve, use Sqrt((jump height - MaxStepHeight) / 2 ) * 2. | ||||||||||||||||||||||||||||
APROP_Mass | integer | Actor's mass. | ||||||||||||||||||||||||||||
APROP_MasterTID | integer | The TID of the actor linked to by the actor's master field. | ||||||||||||||||||||||||||||
APROP_MaxDropOffHeight | fixed point | Defines the maximum height of a step this actor can climb down when moving. | ||||||||||||||||||||||||||||
APROP_MaxStepHeight | fixed point | Defines the maximum height of a step this actor can climb up when moving. | ||||||||||||||||||||||||||||
APROP_MeleeRange | fixed point | Actor's melee range. | ||||||||||||||||||||||||||||
APROP_NoTrigger | bool | Whether or not actor has the NOTRIGGER flag. | ||||||||||||||||||||||||||||
APROP_NoTarget | bool | Actor cannot be targeted by other monsters. | ||||||||||||||||||||||||||||
APROP_Radius | fixed point | Actor's current radius. | ||||||||||||||||||||||||||||
APROP_ReactionTime | integer | The time in tics a monster needs to attack back. However, the main use of this property is to serve as a counter for A_Countdown. | ||||||||||||||||||||||||||||
APROP_RenderStyle | integer | How the actor is rendered:
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APROP_ScaleX | fixed point | Horizontal scaling of the actor's sprite. Does not affect collision box size. | ||||||||||||||||||||||||||||
APROP_ScaleY | fixed point | Vertical scaling of the actor's sprite. Does not affect collision box size. | ||||||||||||||||||||||||||||
APROP_Score | integer | A simple counter. Score items automatically increase it by their amount.
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APROP_SpawnHealth | integer | The current max health of the actor. Only players may have their max health set this way. Note that for them the default value is 0, which is interpreted as "100 unless modified by DeHackEd". The Player.MaxHealth property can change the default value. | ||||||||||||||||||||||||||||
APROP_Speed | fixed point | Actor's speed.
For monsters, this is the distance they move every time A_Chase is called. For projectiles, this is the distance they move each tic. For players, this is multiplied by the player's class speed to determine the final speed the player will move for each tic that they have a movement key held down. Consequently, the standard APROP_Speed for a player is always 1.0, not what their actual speed is. | ||||||||||||||||||||||||||||
APROP_Stamina | integer | Stamina of the actor. | ||||||||||||||||||||||||||||
APROP_StencilColor | color | Stencil color of the actor, as a hexadecimal value, e.g. 0xFFFFFF (white). | ||||||||||||||||||||||||||||
APROP_TargetTID | integer | The TID of the actor linked to by the actor's target field. | ||||||||||||||||||||||||||||
APROP_TracerTID | integer | The TID of the actor linked to by the actor's tracer field. | ||||||||||||||||||||||||||||
APROP_ViewHeight | fixed point | The view height of the player. | ||||||||||||||||||||||||||||
APROP_Waterlevel | integer | How "submerged" the actor is.
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APROP_WaterDepth | fixed point | The exact depth at which the actor is submerged at in a water volume. |
Return value
The value of the specified property of the actor. Since ACS does not handle dynamic strings (this is not the case starting with r4295), this function cannot be used with certain properties and CheckActorProperty can be used instead (note that as of r4307, this is not the case, and this function can be used on string-based properties). It's important to note that when using APROP_Health, it returns the exact value of the current health, even if it's a negative value.
Examples
This script checks for a few different properties and prints helpful messages about them.
script 1 (int tid) { if (GetActorProperty (tid, APROP_HEALTH) <= 25) print (s:"Thing ", d:tid, " has less than 26 health!!"); if (GetActorProperty (12, APROP_RENDERSTYLE) == STYLE_OPTFUZZY) print (s:"Thing 12 is probably a spectre!"); }