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DooM - xFAQ

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Hexen PolyObj Actions

Steve Benner / Ben Morris

 


 PolyObj Actions

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This page lists those Special Actions which act on PolyObjs. These fall into two general categories:

Line Specials used to define PolyObjs in Hexen
SpecialNameArg1Arg2Arg3Arg4Arg5
1Polyobj_ ExplicitLine po mirror sound
5Polyobj_StartLine poordermirror sound

Line Specials used to activate PolyObjs in Hexen
SpecialNameArg1Arg2Arg3Arg4Arg5
2Polyobj_ RotateLeft po speed angle
3Polyobj_ RotateRight po speed angle
4Polyobj_ Move po speed angle distance
6Polyobj_ MoveTimes8 po speed angle distance
7Polyobj_ DoorSwing po speed angle delay
8Polyobj_ DoorSlide po speed angle distancedelay
90Polyobj_ OR_RotateLeft po speed angle
91Polyobj_ OR_RotateRight po speed angle
92Polyobj_ OR_Move po speed angle distance
93Polyobj_ OR_MoveTimes8 po speed angle distance

 


 Details of Special PolyObj Actions

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Here are the actions carried out by Hexen's Special PolyObj actions:

1: Polyobj_StartLine / po / mirror / sound
Not really a special action at all, this Special is used to mark a line as being the StartLine of PolyObj po. The second PolyObj, mirror will mirror all moves of the PolyObj defined with this special (provided it is not already busy). The Sector Sound indicated by sound will accompany future moves made by this PolyObj.
2: Polyobj_RotateLeft / po / speed / angle
Causes PolyObj po to rotate anti-clockwise about its associated Anchor Point (relocated to the associated StartSpot, at level load-time, remember) at the specified speed and for the specified byte angle.
3: Polyobj_RotateRight / po / speed / angle
Causes PolyObj po to rotate clockwise about its associated Anchor Point at the specified speed and for the specified byte angle.
4: Polyobj_Move / po / speed / angle / distance
Causes PolyObj po to move a specified distance from its current location, at the specified speed and in a direction specified by byte angle.
5: Polyobj_ExplicitLine / po / order / mirror / sound
Not really a special action at all, this Special is used to mark a line as being the orderth line to render as part of PolyObj po. A second PolyObj, mirror, will mirror all moves of this polyObj (provided the mirror PolyObj is not already busy). The Sector Sound indicated by sound will accompany future moves made by this PolyObj.
6: Polyobj_MoveTimes8 / po / speed / angle / distance
Causes PolyObj po to move a specified distance * 8 from its current location, at the specified speed and in a direction specified by byte angle.
7: Polyobj_DoorSwing / po / speed / angle / delay
Causes PolyObj po to ????? (open a door somehow) , at the specified speed and in a direction specified by byte angle. The action will reverse after delay tics, I guess!
8: Polyobj_DoorSlide / po / speed / angle / distance / delay
Causes PolyObj po to ????? (open a door somehow) , at the specified speed and for a specified distance in a direction specified by byte angle. The action will reverse after delay tics, I guess!
90: Polyobj_OR_RotateLeft / po / speed / angle
Causes PolyObj po to rotate anti-clockwise about its associated Anchor Point at the specified speed and for the specified byte angle in addition to whatever other action it is currently involved in.
91: Polyobj_OR_RotateRight / po / speed / angle
Causes PolyObj po to rotate clockwise about its associated Anchor Point at the specified speed and for the specified byte angle in addition to whatever other action it is currently involved in.
92: Polyobj_OR_Move / po / speed / angle / distance
Causes PolyObj po to move a specified distance from its current location, at the specified speed and in a direction specified by byte angle in addition to whatever other action it is currently involved in.
93: Polyobj_MoveTimes8 / po / speed / angle / distance
Causes PolyObj po to move a specified distance * 8 from its current location, at the specified speed and in a direction specified by byte angle in addition to whatever other action it is currently involved in.

 


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