EVENT scripts: Difference between revisions
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GAMEEVENT_MEDALS now has event handling in 3.2.
m (Added a note explaining that it's now possible to get an event's result value in Zandronum 3.2.) |
m (GAMEEVENT_MEDALS now has event handling in 3.2.) Tag: Source edit |
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*'''GAMEEVENT_CHAT''': setting the result value to zero prevents the chat message from being printed onto the screen. If the result value is non-zero, the chat message will be printed like normal. | *'''GAMEEVENT_CHAT''': setting the result value to zero prevents the chat message from being printed onto the screen. If the result value is non-zero, the chat message will be printed like normal. | ||
* '''GAMEEVENT_ACTOR_DAMAGED''' and '''GAMEEVENT_ACTOR_ARMORDAMAGED''': changing the result value affects how much damage the actor actually takes. | * '''GAMEEVENT_ACTOR_DAMAGED''' and '''GAMEEVENT_ACTOR_ARMORDAMAGED''': changing the result value affects how much damage the actor actually takes. | ||
*{{Devfeature|3.2|alpha}} '''GAMEEVENT_MEDALS''': setting the result value to zero prevents the player from receiving the medal that was earned. | |||
A few things to note are: | A few things to note are: | ||
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*AAPTR_DAMAGE_SOURCE: Accesses the "shooter" responsible for making the attack. | *AAPTR_DAMAGE_SOURCE: Accesses the "shooter" responsible for making the attack. | ||
*AAPTR_DAMAGE_INFLICTOR: Accesses the actor directly responsible for causing damage (e.g. a barrel or projectile). | *AAPTR_DAMAGE_INFLICTOR: Accesses the actor directly responsible for causing damage (e.g. a barrel or projectile). | ||
*AAPTR_DAMAGE_TARGET: Accesses the "victim" taking the damage. By default, this actor is already the activator of the script. | * AAPTR_DAMAGE_TARGET: Accesses the "victim" taking the damage. By default, this actor is already the activator of the script. | ||
You may use these in ACS functions that deal with actor pointers, such as [[zdoom:IsPointerEqual|IsPointerEqual]], [[zdoom:SetActivator|SetActivator]], [[zdoom:SetPointer|SetPointer]], or [[zdoom:Warp|Warp]]. | You may use these in ACS functions that deal with actor pointers, such as [[zdoom:IsPointerEqual|IsPointerEqual]], [[zdoom:SetActivator|SetActivator]], [[zdoom:SetPointer|SetPointer]], or [[zdoom:Warp|Warp]]. | ||