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134 bytes added ,  4 September 2022
Updated the documentation of GIVEFISTINGMEDAL and GIVESPAMMEDAL.
m (Added GIVEFISTINGMEDAL and GIVESPAMMEDAL.)
Tag: Source edit
(Updated the documentation of GIVEFISTINGMEDAL and GIVESPAMMEDAL.)
Tag: Source edit
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* <code>'''SERVERSIDEONLY'''</code>
* <code>'''SERVERSIDEONLY'''</code>
:Actors with this flag will never be spawned clientside, and can only be spawned by the server. As such, these actors will not be synced across the network, using no network bandwidth. Only use it on actors that are always invisible and don't block the movement of players.
:Actors with this flag will never be spawned clientside, and can only be spawned by the server. As such, these actors will not be synced across the network, using no network bandwidth. Only use it on actors that are always invisible and don't block the movement of players.
*<code>'''GIVEFISTINGMEDAL'''</code> {{Devfeature|3.2|alpha}}
:A projectile or puff will give a player a "fisting" medal if they frag an enemy player with it. If this flag is added to a weapon instead, then any melee attack due to {{Zdoomwiki|A_Punch}} or {{Zdoomwiki|A_CustomPunch}} will also give the medal to the player.
*<code>'''GIVESPAMMEDAL'''</code> {{Devfeature|3.2|alpha}}
:A projectile or puff will give a player a "spam" medal if they frag two or more enemy players in the same tic with it.


=== (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 [[zdoom: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 [[zdoom:GameInfo_definition|GameInfo Definition]].


=== Inventory ===
===Inventory===


* <code>'''INVENTORY.FORCERESPAWNINSURVIVAL'''</code>
*<code>'''INVENTORY.FORCERESPAWNINSURVIVAL'''</code>  
:Causes the item to respawn in survival, even if respawn items is off.
:Causes the item to respawn in survival, even if respawn items is off.


=== Weapons ===
===Weapons===


* <code>'''WEAPON.ALLOW_WITH_RESPAWN_INVUL'''</code>
* <code>'''WEAPON.ALLOW_WITH_RESPAWN_INVUL'''</code>  
:Allows the weapon to be used while in respawn protection.
:Allows the weapon to be used while in respawn protection.
* <code>'''WEAPON.NOLMS'''</code>
* <code>'''WEAPON.NOLMS'''</code>  
:This weapon is not given in the Last Man Standing game mode.
:This weapon is not given in the Last Man Standing game mode.
* <code>'''PIERCEARMOR'''</code>
*<code>'''PIERCEARMOR'''</code>
:Makes rail attacks ignore armor.
:Makes rail attacks ignore armor.
* <code>'''GIVEFISTINGMEDAL'''</code> {{Devfeature|3.2|alpha}}
:Gives the player a "fisting" medal when they frag another player with a melee hitscan attack.
* <code>'''GIVESPAMMEDAL'''</code> {{Devfeature|3.2|alpha}}
:Gives the player a "spam" medal if they frag two or more players in the same tic with this weapon.


=== Limited Use ===
===Limited Use===  


* <code>'''BLUETEAM'''</code> {{DeprecatedLink|the <code>LimitedToTeam</code> [[#Actor_Properties|actor property]]}}
*<code>'''BLUETEAM'''</code> {{DeprecatedLink|the <code>LimitedToTeam</code> [[#Actor_Properties|actor property]]}}
* <code>'''REDTEAM'''</code> {{DeprecatedLink|the <code>LimitedToTeam</code> [[#Actor_Properties|actor property]]}}
*<code>'''REDTEAM'''</code> {{DeprecatedLink|the <code>LimitedToTeam</code> [[#Actor_Properties|actor property]]}}
* <code>'''NODE'''</code> {{deprecated}}
*<code>'''NODE'''</code> {{deprecated}}
:No-op
: No-op  
* <code>'''BASEHEALTH'''</code>
*<code>'''BASEHEALTH'''</code>
* <code>'''SUPERHEALTH'''</code>
*<code>'''SUPERHEALTH'''</code>
* <code>'''BASEARMOR'''</code>
*<code>'''BASEARMOR'''</code>
* <code>'''SUPERARMOR'''</code>
* <code>'''SUPERARMOR'''</code>
:Flags the actor as base/super health/armor, used by bot scripting.
:Flags the actor as base/super health/armor, used by bot scripting.
* <code>'''EXPLODEONDEATH'''</code>
*<code>'''EXPLODEONDEATH'''</code>
:Seems to have something to do with accuracy and precision medals. Defined on the grenade.
:Seems to have something to do with accuracy and precision medals. Defined on the grenade.


== Actor Properties ==
==Actor Properties==  
* <code>'''Inventory.PickupAnnouncerEntry'''</code>
*<code>'''Inventory.PickupAnnouncerEntry'''</code>
Plays the specified announcer entry when the item is picked up.
Plays the specified announcer entry when the item is picked up.  
* <code>'''LimitedToTeam ''teamindex'''''</code>
*<code>'''LimitedToTeam ''teamindex'''''</code>
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).
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).
* <code>'''Player.MaxSkinSizeFactor'''</code>
*<code>'''Player.MaxSkinSizeFactor'''</code>
Adjusts player skin size limits. Example: Player.MaxSkinSizeFactor 3.44, 1.68 //This is also the limit for default skins.
Adjusts player skin size limits. Example: Player.MaxSkinSizeFactor 3.44, 1.68 //This is also the limit for default skins.
* <code>'''Rune.Color ''color'', ''alpha'''''</code>
*<code>'''Rune.Color ''color'', ''alpha'''''</code>
Same as {{Zdoomwiki|Powerup.Color}}.
Same as {{Zdoomwiki|Powerup.Color}}.
* <code>'''Rune.Type'''</code>
*<code>'''Rune.Type'''</code>  
Sets what the rune does, similar to {{Zdoomwiki|Powerup.Type}}. Possible values are DoubleDamage, DoubleFiringSpeed, Drain, Spread, HalfDamage, Regeneration, Prosperity, Reflection, HighJump, Speed25.
Sets what the rune does, similar to {{Zdoomwiki|Powerup.Type}}. Possible values are DoubleDamage, DoubleFiringSpeed, Drain, Spread, HalfDamage, Regeneration, Prosperity, Reflection, HighJump, Speed25.  
* <code>'''SelfObituary'''</code> {{Devfeature|3.2|alpha}}
*<code>'''SelfObituary'''</code> {{Devfeature|3.2|alpha}}
Defines the obituary used when a player kills themselves with an actor. As with the regular Obituary property, this should be applied to the projectile actor for projectile weapons.
Defines the obituary used when a player kills themselves with an actor. As with the regular Obituary property, this should be applied to the projectile actor for projectile weapons.
* <code>'''VisibleToTeam ''teamindex'''''</code>
*<code>'''VisibleToTeam ''teamindex'''''</code>
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).
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).
* <code>'''VisibleToPlayerClass ''classname'''''</code>
*<code>'''VisibleToPlayerClass ''classname'''''</code>
Makes the actor only visible for a certain class.
Makes the actor only visible for a certain class.  
* <code>'''Weapon.PreferredSkin'''</code>
*<code>'''Weapon.PreferredSkin'''</code>
Forces the Player class to use a certain skin when the weapon is selected.
Forces the Player class to use a certain skin when the weapon is selected.


== Damage Factors ==
== Damage Factors ==
* <code>'''spawntelefrag'''</code>
*<code>'''spawntelefrag'''</code>
A separate damage factor for the initial spawn frags with maps lacking player starts. This is different from the '''telefrag''' damagefactor.
A separate damage factor for the initial spawn frags with maps lacking player starts. This is different from the '''telefrag''' damagefactor.
* <code>'''deadspectate'''</code>
*<code>'''deadspectate'''</code>
A special damage type used by [[SetDeadSpectator]] when forcing a live player to dead spectators. No obituary message is printed with this damage type.
A special damage type used by [[SetDeadSpectator]] when forcing a live player to dead spectators. No obituary message is printed with this damage type.


[[Category:Level Development]]
[[Category:Level Development]]
[[Category:Modding]]
[[Category:Modding]]