DECORATE: Difference between revisions

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m (Added FORCEALLYCOLLISION.)
(3.1 is released, so Devfeature templates have been removed)
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=== (In)Abilities ===
=== (In)Abilities ===
* <code>'''FORCEALLYCOLLISION'''</code> {{Devfeature|3.1|alpha}}
* <code>'''FORCEALLYCOLLISION'''</code>
:A projectile or puff fired by an actor will always collide and push their teammates, even if [[DMFlags#ZaDMFlags|sv_shootthroughallies]] or [[DMFlags#ZaDMFlags|sv_dontpushallies]] are enabled.
:A projectile or puff fired by an actor will always collide and push their teammates, even if [[DMFlags#ZaDMFlags|sv_shootthroughallies]] or [[DMFlags#ZaDMFlags|sv_dontpushallies]] are enabled.
* <code>'''USESPAWNEVENTSCRIPT'''</code> {{Devfeature|3.1|alpha}}
* <code>'''USESPAWNEVENTSCRIPT'''</code>
:Actors with this flag will trigger GAMEEVENT_ACTOR_SPAWNED just before their first tic.
:Actors with this flag will trigger GAMEEVENT_ACTOR_SPAWNED just before their first tic.
* <code>'''NOSPAWNEVENTSCRIPT'''</code> {{Devfeature|3.1|alpha}}
* <code>'''NOSPAWNEVENTSCRIPT'''</code>
:Actors with this flag will never trigger GAMEEVENT_ACTOR_SPAWNED, even if ForceSpawnEventScripts is enabled in the [https://zdoom.org/wiki/GameInfo_definition GameInfo Definition].
:Actors with this flag will never trigger GAMEEVENT_ACTOR_SPAWNED, even if ForceSpawnEventScripts is enabled in the [https://zdoom.org/wiki/GameInfo_definition GameInfo Definition].
* <code>'''USEDAMAGEEVENTSCRIPT'''</code> {{Devfeature|3.1|alpha}}
* <code>'''USEDAMAGEEVENTSCRIPT'''</code>
:Actors with this flag will trigger GAMEEVENT_ACTOR_DAMAGED just before they're about to take damage.
:Actors with this flag will trigger GAMEEVENT_ACTOR_DAMAGED just before they're about to take damage.
* <code>'''NODAMAGEEVENTSCRIPT'''</code> {{Devfeature|3.1|alpha}}
* <code>'''NODAMAGEEVENTSCRIPT'''</code>
:Actors with this flag will never trigger GAMEEVENT_ACTOR_DAMAGED, even if ForceDamageEventScripts is enabled in the [https://zdoom.org/wiki/GameInfo_definition GameInfo Definition].
:Actors with this flag will never trigger GAMEEVENT_ACTOR_DAMAGED, even if ForceDamageEventScripts is enabled in the [https://zdoom.org/wiki/GameInfo_definition GameInfo Definition].



Revision as of 20:30, 12 December 2021

For more information on the DECORATE lump and it's use, see ZDoom's Decorate article.

For a list of all the DECORATE functions supported by Zandronum, click here.

Action Functions

Actor Flags

Behaviour

  • ALLOWCLIENTSPAWN
Spawns the actor on the clientside. This only works for things on the map startup, meaning it will not affect newly spawned actors.
  • CLIENTSIDEONLY
Spawns the actor on the clientside no matter how it is spawned.
  • NONETID
Actors with this flag are not assigned a network id when spawned. Only use it if you know what you are doing!
  • DONTIDENTIFYTARGET
Players using a class with this flag enabled won't be identified when looked at.
  • SCOREPILLAR
Used in conjunction with the flag to make the player score a point if he/she is holding the flag/skull item.
  • SERVERSIDEONLY
The clients don't spawn such actors, only the server does. Therefore, spawning or manipulating these actors does not need network bandwidth. Only use it on actors that are always invisible and don't block the movement of players.

(In)Abilities

  • FORCEALLYCOLLISION
A projectile or puff fired by an actor will always collide and push their teammates, even if sv_shootthroughallies or sv_dontpushallies are enabled.
  • USESPAWNEVENTSCRIPT
Actors with this flag will trigger GAMEEVENT_ACTOR_SPAWNED just before their first tic.
  • NOSPAWNEVENTSCRIPT
Actors with this flag will never trigger GAMEEVENT_ACTOR_SPAWNED, even if ForceSpawnEventScripts is enabled in the GameInfo Definition.
  • USEDAMAGEEVENTSCRIPT
Actors with this flag will trigger GAMEEVENT_ACTOR_DAMAGED just before they're about to take damage.
  • NODAMAGEEVENTSCRIPT
Actors with this flag will never trigger GAMEEVENT_ACTOR_DAMAGED, even if ForceDamageEventScripts is enabled in the GameInfo Definition.

Inventory

  • INVENTORY.FORCERESPAWNINSURVIVAL
Causes the item to respawn in survival, even if respawn items is off.

Weapons

  • WEAPON.ALLOW_WITH_RESPAWN_INVUL
Allows the weapon to be used while in respawn protection.
  • WEAPON.NOLMS
This weapon is not given in the Last Man Standing game mode.
  • PIERCEARMOR
Makes rail attacks ignore armor.

Limited Use

No-op
  • BASEHEALTH
  • SUPERHEALTH
  • BASEARMOR
  • SUPERARMOR
Flags the actor as base/super health/armor, used by bot scripting.
  • EXPLODEONDEATH
Seems to have something to do with accuracy and precision medals. Defined on the grenade.

Actor Properties

  • Inventory.PickupAnnouncerEntry

Plays the specified announcer entry when the item is picked up.

  • LimitedToTeam teamindex

Forces the Player class to a certain team, i. e. LimitedToTeam 1 would assign this class to the second team in TEAMINFO (default Red; indexes start at 0 and 255 means not on a team and is set by default).

  • Player.MaxSkinSizeFactor

Adjusts player skin size limits. Example: Player.MaxSkinSizeFactor 3.44, 1.68 //This is also the limit for default skins.

  • Rune.Color color, alpha

Same as Powerup.Color.

  • Rune.Type

Sets what the rune does, similar to Powerup.Type. Possible values are DoubleDamage, DoubleFiringSpeed, Drain, Spread, HalfDamage, Regeneration, Prosperity, Reflection, HighJump, Speed25.

  • VisibleToTeam teamindex

Makes the actor only visible for a certain team, i. e. VisibleToTeam 1 would make this actor only visible for the second team in TEAMINFO (default Red; indexes start at 0 and 255 means not on a team and is set by default).

  • VisibleToPlayerClass classname

Makes the actor only visible for a certain class.

  • Weapon.PreferredSkin

Forces the Player class to use a certain skin when the weapon is selected.

Damage Factors

  • spawntelefrag

A separate damage factor for the initial spawn frags with maps lacking player starts. This is different from the telefrag damagefactor.