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useractor <actortype> <name> [strength] [action] [move] [moveflags...]

(actor code...)


Similar to actor. This defines a new actor in a slightly more specific manner, and it does so without restraining the amount of defined actors. Version 1.3D only allowed so many actors so to add a new one required replacing another. Version 1.5 remedied this with useractor.

<actortype> is technically a bitfield, though "3" is invalid. It is generally either "enemy", "enemystayput", or "notenemy".

DEFS.CON Label Value htflags implied Description
notenemy 0 (none) The catch-all default category for generic objects such as decorations. No shadow by default. Will not be targeted if autoaim is enabled. Code begins executing at the start of a level.
enemy 1 SFLAG_BADGUY Enables hardcoded behavior for enemies/monsters such as shadows and autoaim. Code only begins executing upon player sight.
enemystayput 2 SFLAG_BADGUY
Same as "enemy" plus the actor will not leave the sector it is placed in.
(none) 4 SFLAG_ROTFIXED "Doesn't move", therefore the actor's position in rotating sectors can be calculated without rounding errors.

<name> is the name/tile of the actor. You can either input a defined name, or the tile number directly.

<strength> is the health of the actor. Also see strength.

<action> is the intial action an actor uses (optional).

<move> is the initial move of the actor (optional).

<moveflags...> is is a (possibly empty) sequence of parameters that specify certain hardcoded movement behavior (optional, see move).

(actor code...) is obviously the code for the actor.

enda ends an actor.

useractor is typically used for all new actors you may code.

A shadow may be applied in EDuke32 using the spriteshadow command.

When the notenemy option is chosen, the blocking feature will work differently. For some reason, you can walk through moving actors, but when they stand still, you can't?