DECORATE: Difference between revisions
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=== (In)Abilities === | === (In)Abilities === | ||
* <code>'''FORCEALLYCOLLISION'''</code> | * <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> | * <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> | * <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> | * <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> | * <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
A_FaceConsolePlayer
A_CheckRailReload
A_FireRailgun
(exists in other ports, but behaves differently)
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
BLUETEAM
(deprecated, see theLimitedToTeam
actor property)REDTEAM
(deprecated, see theLimitedToTeam
actor property)NODE
(deprecated)
- 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.