Talk:Actions

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Should these commands just be plain alphabetized or separated into categories and then alphabetized? –SonicMaster 18:53, 3 November 2007 (PDT)

Wow, all the editing and the alphabetizing took somewhere in the range of 45 minutes. *wipes off imaginary sweat* –SonicMaster 21:53, 3 November 2007 (PDT)

Note

Actions don't need their own pages. Most (if not all of them) can be listed on this page solely.

Instead, make redirects for each action, pointing to the target used in the page. For example, redirect A_CapeChase would be #REDIRECT [[Actions (SOC)#A_CapeChase]]. --Digiku talk 18:03, 5 December 2007 (PST)

A_SkullAttack var1

SSNTails wrote it into the "New Action Parameters" thread but it is not mentioned here... so I guess it should be added since you can do more complex moving patterns with this action than just flying in front of a target.


A_SkullAttack

var1 =

0 - fly at the player

1 - fly away from the player

2 - strafe in relation to the player


K THX BYE Morph ;)

The Spawn equation for Dummies

So does Object + (Z × 65536) and Y + (X × 65536) mean something like: Thing Type 100 (Blue Crawlas's number) + (64 [the wanted height] × 65536) and 64[Y] + (128[X] × 65536)?--To Infinty and even more Infinty! 03:32, 27 October 2009 (UTC)

A_CheckBuddy

Information on A_CheckBuddy is missing, most likely more. Can someone who knows what this action does put it in?

Overhauling the documentation

So, I noticed something about this page: Most of the action descriptions are copy/paste from SOCedit, sometimes with a key bit of information tacked on that was omitted there. The problem is, SOCedit's documentation of the actions are at best overly simplified and ambiguous about underlying function, and at worst don't describe the action's function in the slightest. The actions available are often very nuanced, and operate in a specific fashion that can be interfered with by different means; any misconception or assumption about what an action does or how it works can cause a lot of work to go down the drain.

So basically, this is a call to action to really test what we know about the actions we work with in order to describe them as best we possibly can, maybe even going so far as to describe specific ways they can be applied. I've already started with A_RotateSpikeball, which now has its own page(which needs expansion, I'll admit); hopefully we'll have accurate and detailed descriptions for all of the actions at some point. Prime 2.0 11:09, 24 December 2010 (UTC)

Split these into categories?

The Linedef types, Sector types, and Thing types have all been sorted into categories, so why not these Actions as well? It might make it easier to search for Actions with specific effects, after all.

Anything else to say about this suggestion, anyone? --Monster Iestyn Talk 17:59, 7 March 2011 (UTC)

What sort of categories would there be then? I like the idea, especially since we're gonna have articles on each action later on, but somebody needs to think of a categorization. --SpiritCrusherTalkContribs

We could "somewhat" follow the thing categorization:

  • Player
  • Enemies
  • Boss
  • Hazards
  • Rings and Weapons
  • Shields and Powers
  • Item Boxes (the Monitors)
  • Geometry and Timers (angles, target finders, reaction timers)
  • Object handling
  • Sound handling
  • Misc (that's the most important ^^)

--Ezer'Arch|עֶזֶר'AρχTalk 22:43, 7 March 2011 (UTC)