GetActorProperty
int GetActorProperty (int tid, int property)
Parameters
- tid: TID of the actor. Use 0 to refer to the activator.
- property: One of the properties listed below.
Actor Properties
| APROP_Accuracy | Accuracy of the actor. | ||||||||||||||||||||
| APROP_Alpha | Alpha value for STYLE_Translucent. Range is [0.0, 1.0] | ||||||||||||||||||||
| APROP_Ambush | Whether the actor's AMBUSH flag is set or not. | ||||||||||||||||||||
| APROP_ChaseGoal | Walks to goal instead of target if a valid goal is set | ||||||||||||||||||||
| APROP_Damage | Actor's missile damage | ||||||||||||||||||||
| APROP_DamageFactor | Generic damage factor for the actor. It is applied before any specific DamageFactor. | ||||||||||||||||||||
| APROP_Dormant | Whether or not actor has the DORMANT flag. | ||||||||||||||||||||
| APROP_Dropped | Whether 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_Friendly | Actor is friendly to the player and hostile to enemies. | ||||||||||||||||||||
| APROP_Frightened | Monster runs away from player | ||||||||||||||||||||
| APROP_Gravity | Current gravity factor of actor | ||||||||||||||||||||
| APROP_Health | Actor's current health | ||||||||||||||||||||
| APROP_Height | Actor's current height (development version r3956+ only) | ||||||||||||||||||||
| APROP_Invulnerable | Actor will not lose any health | ||||||||||||||||||||
| APROP_JumpZ | Player's jump height as a fixed point number. 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_Mass | Actor's mass. | ||||||||||||||||||||
| APROP_MasterTID | The TID of the actor linked to by the actor's master field. | ||||||||||||||||||||
| APROP_NoTrigger | Whether or not actor has the NOTRIGGER flag. | ||||||||||||||||||||
| APROP_NoTarget | Actor cannot be targeted by other monsters | ||||||||||||||||||||
| APROP_Radius | Actor's current radius (development version r3956+ only) | ||||||||||||||||||||
| APROP_ReactionTime | The 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 (development version r4222+ only) | ||||||||||||||||||||
| APROP_RenderStyle | How the actor is rendered:
| ||||||||||||||||||||
| APROP_ScaleX | Horizontal scaling of the actor's sprite. Does not affect collision box size. | ||||||||||||||||||||
| APROP_ScaleY | Vertical scaling of the actor's sprite. Does not affect collision box size. | ||||||||||||||||||||
| APROP_Score | A simple counter. Score items automatically increase it by their amount. | ||||||||||||||||||||
| APROP_SpawnHealth | The 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_Speed | Actor's speed (This is a fixed point value).
For monsters, this is the distance they move every time | ||||||||||||||||||||
| APROP_Stamina | Stamina of the actor. | ||||||||||||||||||||
| APROP_Waterlevel | How "submerged" the actor is
|
Return value
The value of the specified property of the actor. Since ACS does not handle dynamic strings, this function cannot be used with certain properties and CheckActorProperty can be used instead. It's important to note that when using APROP_Health, it returns the exact value of the current health, even if it's a negative value.
Examples
This script checks for a few different properties and prints helpful messages about them.
script 1 (int tid)
{
if (GetActorProperty (tid, APROP_Health) <= 25)
print (s:"Thing ", d:tid, " has less than 26 health!!");
if (GetActorProperty (12, APROP_RenderStyle) == STYLE_OptFuzzy)
print (s:"Thing 12 is probably a spectre!");
}