ACS actor properties

This list the subset of actor properties that are available to the ACS functions CheckActorProperty, GetActorProperty and SetActorProperty.

APROP_ActiveSoundstringSound played when the actor is walking around, as defined in SNDINFO.
APROP_AccuracyintegerAccuracy of the actor.
APROP_Alphafixed pointAlpha of the actor. Range is [0.0, 1.0]
APROP_AmbushboolWhether the actor's AMBUSH flag is set or not.
APROP_AttackSoundstringSound played when the actor attacks, as defined in SNDINFO.
APROP_AttackZOffsetfixed pointThe attack z offset of the player.
APROP_ChaseGoalboolWalks to goal instead of target if a valid goal is set
APROP_DamageintegerActor's damage.
APROP_DamageFactorfixed pointGeneric damage factor for the actor. It is applied before any specific DamageFactor.
APROP_DamageMultiplierfixed pointGeneric damage multiplier for the actor. This is typically used on actors (e.g monsters) to strengthen or weaken the damage they deal from their attacks.
APROP_DamageTypestringActor's damage type.
APROP_DeathSoundstringSound played when the actor dies, as defined in SNDINFO.
APROP_DormantboolWhether or not actor has the DORMANT flag.
APROP_DroppedboolWhether or not actor has the DROPPED flag. Dropped items are destroyed by closing doors and crushers while non-dropped items are not; and in games with the “Weapons Stay” option of DMFlags turned on, only weapons with the DROPPED flag set to 0 stay. By default, any item not placed originally on the map has the DROPPED flag set to 1.
APROP_Frictionfixed pointActor's current friction factor.
APROP_FriendlyboolActor is friendly to the player and hostile to enemies. In addition to setting and clearing the FRIENDLY flag, when the property is set to true, the total kill count of the map is decreased by one for each affected actor, provided they are countable (only hostile monsters are countable), and is increased when the property is set to false.
APROP_FriendlySeeBlocksinteger(New from 4.10.0)

The range in which friendly monsters or hostile monsters with SEEFRIENDLYMONSTERS on can see other non-player actors. This value is measured in increments of 128 map units, e.g a value of 32 equals a range of 4096 map units.

APROP_FrightenedboolMonster runs away from player.
APROP_Gravityfixed pointCurrent gravity factor of actor.
APROP_HealthintegerActor's current health. Setting this property to 0 or less, kills the actor.
APROP_Heightfixed pointActor's current height.
APROP_InvulnerableboolActor will not lose any health.
APROP_JumpZfixed pointPlayer's jump height. The formula for jumping distance is (JumpZ * 2) / 2 + MaxStepHeight, and to get a specific JumpZ from a jumping height you want to achieve, use Sqrt((jump height - MaxStepHeight) / 2 ) * 2.
APROP_MassintegerActor's mass.
APROP_MasterTIDintegerThe TID of the actor linked to by the actor's master field.
APROP_MaxDropOffHeightfixed pointDefines the maximum height of a step this actor can climb down when moving.
APROP_MaxStepHeightfixed pointDefines the maximum height of a step this actor can climb up when moving.
APROP_MeleeRangefixed pointActor's melee range.
APROP_NameTagstringName of the actor. If the actor has not been explicitly named by the Tag property or in a script, its name is by default the same as its class name.
APROP_NoTriggerboolWhether or not actor has the NOTRIGGER flag.
APROP_NoTargetboolActor cannot be targeted by other monsters.
APROP_PainSoundstringSound played when the actor is injured, as defined in SNDINFO.
APROP_Radiusfixed pointActor's current radius.
APROP_ReactionTimeintegerThe time in tics a monster needs to attack back. However, the main use of this property is to serve as a counter for A_Countdown.
APROP_RenderStyleintegerHow the actor is rendered:
STYLE_NoneDo not draw
STYLE_NormalNormal; just copy the image to the screen
STYLE_FuzzyDraw silhouette using “fuzz” effect
STYLE_SoulTransDraw translucent with amount in transsouls CVAR
STYLE_OptFuzzyDraw as fuzzy or translucent, based on user preference
STYLE_StencilDraw as single color
STYLE_AddStencilDraw as single additive color
STYLE_AddShadedTreats 8-bit indexed images as an alpha map while applying additive translucency. Index 0 = fully transparent, index 255 = fully opaque.
STYLE_TranslucentDraw translucent
STYLE_AddDraw additive
STYLE_ShadedTreats 8-bit indexed images as an alpha map. Index 0 = fully transparent, index 255 = fully opaque.
STYLE_TranslucentStencilDraw as single translucent color
STYLE_ShadowDraw dark translucent stencil
STYLE_SubtractDraw subtractive
APROP_ScaleXfixed pointHorizontal scaling of the actor's sprite. Does not affect collision box size.
APROP_ScaleYfixed pointVertical scaling of the actor's sprite. Does not affect collision box size.
APROP_ScoreintegerA simple counter. Score items automatically increase it by their amount.
APROP_SeeSoundstringSound played when actor sees the player, as defined in SNDINFO.
APROP_SoundClassstringSound class of the player.
APROP_SpawnHealthintegerThe current max health of the actor. Only players may have their max health set this way. Note that for them the default value is 0, which is interpreted as "100 unless modified by DeHackEd". The Player.MaxHealth property can change the default value.
APROP_SpeciesstringSpecies the actor belongs to.
APROP_Speedfixed pointActor's speed.

For monsters, this is the distance they move every time A_Chase is called. For projectiles, this is the distance they move each tic. For players, this is multiplied by the player's class speed to determine the final speed the player will move for each tic that they have a movement key held down. Consequently, the standard APROP_Speed for a player is always 1.0, not what their actual speed is.

APROP_StaminaintegerStamina of the actor.
APROP_StencilColorcolorStencil color of the actor, as a hexadecimal value, e.g. 0xFFFFFF (white).
APROP_TargetTIDintegerThe TID of the actor linked to by the actor's target field.
APROP_TracerTIDintegerThe TID of the actor linked to by the actor's tracer field.
APROP_ViewHeightfixed pointThe view height of the player.
APROP_WaterlevelintegerHow "submerged" the actor is.
0: Not submerged at all (e.g. standing on solid ground)
1: Less than half submerged ("ankle deep")
2: At least half submerged ("waist deep")
3: Entirely submerged (completely underwater)
APROP_WaterDepth (development version 6f4a29b only)fixedThe exact depth at which the actor is submerged at in a water volume.
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