Classes:ActorMover
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
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Actor mover | |||
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Actor type | Script thing | Game | (ZDoom) |
DoomEd Number | 9074 | Class Name | ActorMover |
Classes: PathFollower→ActorMover
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 {}
Categories:
- Chex Quest actors
- Chex Quest script things
- Chex Quest 3 actors
- Chex Quest 3 script things
- Doom actors
- Doom script things
- Doom II actors
- Doom II script things
- Heretic actors
- Heretic script things
- Hexen actors
- Hexen script things
- Strife actors
- Strife script things
- ZDoom actors
- ZDoom script things
- Script thing
- Special ZDoom things