Player Activate Actor; Retrieved from 'http:// Categories: Pages with syntax highlighting errors; Scripting; Papyrus; Events; Navigation menu. Actor properties - ZDoom Wiki. The following properties can be set in an actor's DECORATE definition. They control various characteristics of your actor, from appearance to behavior or the actor's physical properties. To use, simply specify the property and any associated values on its own line within the actor's definition and outside the state block. Actor Properties. Map editing control. Gamegamename Defines the game in which the editor number and spawn ID should take effect. For normal custom WADs this is not necessary but it may have some use in resource WADs targeted at multiple games. Valid game names are. Chex. Doom. Heretic. Hexen. Strife. Raven (Heretic+Hexen) Multiple game statements are additive. Spawn. IDvalue Defines the spawn number to be used with Thing_Spawn and its derivatives. Conversation. IDvalue Defines the ID used by the Strife's dialogue system. This property allows to use dialogues in all games, not just Strife. If you use ZSDF instead of the binary format or USDF, then this is unnecessary and instead is set on a per- actor basis on the map. Note: some standard Strife actors define three numbers here, but for a mod only the first is needed. The latter two are used by the two "teaser" demo versions of Strife, and since ZDoom does not allow to use mods with a demo version, adding support for the Strife teasers in a mod is pointless. Tagname Gives the actor a name. The names are used in the key display on Strife's status bar and the default actor name in Strife's dialogs, as well as the name of the currently selected inventory item when the invqueryconsole command is called. Behavior. Healthvalue Defines the health a monster or any other shootable item starts with. Default is 1. 00. Gib. Healthvalue Defines the (negative) health below which this actor enters the extreme death sequence. If this is not set the value depends on the game, as defined in the Game. Info definition with the gibfactor property. In Doom it is the negative of the spawn health, in the other games the half of the negative of the spawn health. Wound. Healthvalue Defines the health below which the actor enters the Woundstate. The default is 6. Reaction. Timevalue Time in tics (1/3. Attacking a monster will cause it to return attack immediately, regardless of reaction time. Unreal Engine 4 Documentation > Unreal Engine API Reference > Runtime > Engine > GameFramework > APlayerController. (ShortTooltip='A Player Controller is an actor responsible for. and activate an. Cyndi Vicino is The. studio location worldwide and record in real time via in-house ISDN.Cyndi may be the single most talented voiceover actor. To view the site you need Flash player 8 or you must activate. Actor Properties Map editing control. is the activator. Only a player may activate it through BUMPSPECIAL or USESPECIAL. Actor properties; Actor states; Expressions; ZDoom mods. Finished mods. Welcome to BBC iPlayer Help. Need help using BBC iPlayer? Type a question into the search box or choose the device you're using from the following options. A negative value will cause a monster to never attack unless attacked first. There is normally no need to change this value but it can be used as a counter for A_Countdown. Default is 8. Pain. Chancevalue. Pain. Chancedamagetype, value Probability of entering the pain state (2. You can also specify Pain. Chance per damage type. Sources of damage that have the FORCEPAIN flag ignore this property. Default is 0. Pain. Thresholdvalue Minimum amount of damage required by the actor to potentially enter its Pain state. Sources of damage that have the FORCEPAIN flag ignore this property. Default is 0. Damage. Factortype, value. Damage. Factorvalue If the actor takes damage of the specified type, that damage is multiplied by the specified value. A comma is required between type and value. Default is 1. 0. The maximum this value can go is 3. Damage. Factor is ignored if the damage is 1,0. See also Custom damage types If no type is provided, the factor applies to all damage types, not specified for the actor. Damagevalue For a projectile defines the damage it inflicts upon impact. The formula is random(1,8) * damage, or random(1,4) * damage if the STRIFEDAMAGE flag is set. This also defines the damage for actors which attack like the Lost Soul. The formula for this is random(1,8) * damage. A_Bullet. Attack. Custom damage formulas can be specified by enclosing the value completely within parenthesis. For example: damage (random(4,8) * 5 + 6). This bypasses the normal calculation and does the exact damage resulting from the custom formula. Also, ACS_Execute. With. Result and user variables can be used as part of the damage expression; this allows for more sophisticated damage calculations to be performed. The damage formula is evaluated at the moment the actor causes damage (e. Default is 0. Poison. Damagevalue[, duration[, period]]. Gives a projectile poison damage. Poison damage isn't inflicted all at once but affects the victim for a certain amount of time. The value specified here defines the time the poisoning effect lasts. Remember, poison damage only affects players if only value is specified. Otherwise, it also affects other actors. Poison damage is inflicted every period tics (the default value of 0 means once per second). If a non- zero duration is given, it is used for the total length of the poisoning, otherwise the length depends on the value. See also ADDITIVEPOISONDAMAGE and ADDITIVEPOISONDURATION. Poison. Damage. Typetype Changes the damage type of poison, overriding its default type. Radius. Damage. Factorvalue Defines the factor radius damage on this actor is multiplied by. Ripper. Levelvalue(New from 2. Used by projectiles or anything capable of performing with the RIPPER flag. Specifies the 'level' or how high up a projectile can rip through in terms of monsters with different minimum and maximum values. A projectile that is below a monster's minimum or above maximum means that projectile will not rip through them. All ripper properties are ignored if the DONTRIP flag is present on the monster, though, and will not rip regardless of level through that particular monster. When used on a monster, however, and no min or max is defined, only that specific level can rip through it. Rip. Level. Minvalue(New from 2. Used by monsters. Only projectiles that meet this level or higher can rip through this monster. Default is 0. Rip. Level. Maxvalue(New from 2. Used by monsters. Only projectiles that meet this level or lower can rip through this monster. Default is 0, which means anything above the minimum can rip through it. Designated. Teamnumber Assigns the actor to the specified team by its number from TEAMINFO. In team play, the actor will not take friendly fire from teammates unless the teamdamageconsole variable is set. If the monster is friendly, it will not target teammates. Default is no team. Speedvalue Defines how fast an actor moves. For projectiles this is the distance it moves per tic (1/3. For monsters it defines the size of one step done in A_Chase. Player's movement speed also depends on the Player. Forward. Move property. Default is 0. VSpeedvalue Gives an actor an initial vertical momentum. The higher the value, the more momentum. This is mainly used for special effect actors (e. NOGRAVITY flag to make them float upwards. Fast. Speedvalue Defines the speed for 'fast monsters' and nightmare mode. Please note that if you use this with a monster that monster will have the different speed for the rest of its life. Float. Speedvalue Defines the speed the object floats up/down when FLOAT flag is set. Default is 4. Speciesstring Defines the species the monster belongs to. This determines infighting behavior, since a monster's missile do not inflict harm (except through splash damage) to other monsters belonging to the same species by default. When used with keys, this property allows for new keys to open the same locks as the keys they are referencing with the property, without the need to redefine the locks to add the new keys. For example, setting the key's species to Red. Card will allow it to open locks as if it were a red keycard. New from 2. 8. 1) Default is None that makes the game to look up the actor this actor inherits from and has this property set to something else. Accuracyvalue Defines the object's accuracy. The higher the value, the more accurate the object is said to be. For players, this value is factored into the accuracy calculation for Strife's native weapon- firing functions. For monsters and other actors, this value has no predetermined effect, but it can be referenced in other places via the accuracy. DECORATE variable and the APROP_Accuracyactor property. Staminavalue Defines the object's stamina. For players, each point of stamina will add one point to the player's maximum health pool. The value is also used in the damage calculation for Strife's punch dagger. For monsters and other actors, this value has no predetermined effect, but it can be referenced in other places via the stamina. DECORATE variable and the APROP_Staminaactor property. Activationflags Defines how an actor (henceforth called "thing") will execute its special. By default, the special is executed when the thing dies. If the thing is given the BUMPSPECIAL or USESPECIAL flags, the special will also execute upon being bumped into or used by another actor (the "trigger"). Several activation flags can be used, if they are separated by the | character. Available flags are. THINGSPEC_Default — default behavior. The trigger (bumper/user/killer) is the activator. Only a player may activate it through BUMPSPECIAL or USESPECIAL. THINGSPEC_Thing. Acts — the thing is considered the activator. THINGSPEC_Trigger. Acts — the trigger is considered the activator. This is the default behavior except for specials activated upon the thing's death in maps with the Activate. Own. Death. Specials level flag. This flag overrides the MAPINFO flag. THINGSPEC_Thing. Targets — the thing changes its target field to the trigger when triggered. THINGSPEC_Trigger. Targets — the trigger changes its target field to the thing when it triggers it. THINGSPEC_Monster. Trigger — monsters are allowed to trigger the thing. THINGSPEC_Missile. Trigger — missiles are allowed to trigger the thing. THINGSPEC_Clear. Special — the thing's special is cleared after execution. THINGSPEC_No. Death. Special — the thing's special will not execute on death. THINGSPEC_Activate — the thing is activated when triggered. THINGSPEC_Deactivate — the thing is deactivated when triggered. THINGSPEC_Switch — the thing is alternatively activated and deactivated when triggered. If used in conjunction with THINGSPEC_Deactivate, it will be deactivated the first time it is triggered, otherwise it will be activated. Tele. Fog. Source.
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