Classes:ActorMover

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Actor mover
Actor type Script thing Game MiniZDoomLogoIcon.png
DoomEd Number 9074 Class Name ActorMover


Classes: PathFollowerActorMover

An ActorMover will move any thing along a path of interpolation points. If you move a monster, the monster will automatically be made dormant while it is on the path.

The actor mover takes four parameters:

1. low byte: low byte of tid of first interpolation point in path.
2. high byte: high byte of tid of first interpolation point in path.
3. options: (Add any of the following values; i.e. for options 2 and 4, this parameter would be 6):
  • 1: path is linear instead of curved.
  • 2: Thing will adjust its angle to match those of the points it passes.
  • 4: Thing will adjust its pitch to match those of the points it passes.
  • 8: When used with 2 and/or 4, the thing faces in the direction of movement instead of the direction the interpolation points are facing.
  • 128: If the thing being moved is normally solid, make it nonsolid so that it can't be blocked.
4. tid: the tid of the thing to move.

Use the Thing_Activate(ActorMover's tid) special to start the actor mover.

To stop an ActorMover use the reverse special, Thing_Deactivate(ActorMover's tid). If the camera is restarted using Thing_Activate, it will automatically start at the beginning of the path.

DECORATE definition

ACTOR ActorMover : PathFollower native {}