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An action is an animation for an [[actor]]. Actions are defined outside of an [[actor]]. '''action''' ''<name> <startframe> <frames> <viewtype> <incvalue> <delay>'' An action is an animation for an [[actor]]. Actions are defined outside of an [[actor]]. <name> is the name of the action. <startframe> is the starting frame number (relative to the main sprite of the [[actor]]). <frames> is the total number of frames in the action. Must be at least 1. <viewtype> is the number of sides drawn for the actor. Prior to 3D models, this method was used to simulate a 3D appearance for sprites. Valid values are: :'''1''' - The sprite will appear the same regardless of the angle at which it is viewed. :'''3''' - The sprite will have 16 angles built from only 4 art tiles. A new frame is drawn every 22.5 degrees in a clockwise pattern beginning with the front of the sprite. The pattern is as follows, with 1, 2, 3, and 4 being the order of the four tiles used, and M denoting that the tile is mirrored: 1M, 2M, 3M, 4M, 4, 3, 2, 1, 1M, 2M, 3M, 4M, 4, 3, 2, 1. :'''5''' - The sprite will have 8 angles constructed from 5 art tiles, three of which are mirrored. A new frame is drawn every 45 degrees in a clockwise pattern beginning with the front of the sprite using the following pattern: 1, 2, 3, 4, 5, 4M, 3M, 2M. :'''7''' - The sprite will have 12 angles constructed from 7 art tiles, five of which are mirrored. A new frame is drawn every 30 degrees in a clockwise pattern beginning with the front of the sprite using the following pattern: 1, 2, 3, 4, 5, 6, 7, 6M, 5M, 4M, 3M, 2M. :'''8''' - The sprite will have 8 angles constructed from 8 art tiles. A new frame is drawn every 45 degrees in a clockwise pattern beginning with the front of the sprite using the simple pattern: 1, 2, 3, 4, 5, 6, 7, 8. <!--what if anything do the other values do--? 1 is generally used for pickups and often things like fire hydrants. 3 is useful only for very symmetrical actors but does give the most angles. 5 and 7 are for enemies and simila which have a single axis of symetry and where you wan't a front view such that when they face at you they actually look like they are facing at you. 8 is for stuff with little in the way of symetry. --> <incvalue> is the direction of the animation. 1 to advance forward, -1 to go back. <delay> is the delay between frames. The delay change everytime you add a value of 4, in other words, setting 1 to 2 is the same of setting 0, setting 5 to 7 is the same as setting 4, etc. Also the delay is not proportional to the value, setting 16 doesn't mean double of speed than 8, the calculation is done with this: the speed of a delay 0 equal to a [[ifcount|tic]] counter; the speed of a delay 4 is 1/2 of it; 8 is 1/3; 12 is 1/4; 16 is 1/5; 20 is 1/6; etc. To call an action from within an actor simply put: action <name> Note: Every frame advance adds 1 to [[actioncount]]. To reset an animation, either call the action again or use [[resetactioncount]]. Starting a new animation will also reset [[actioncount]] to 0. [[Category:Duke3D 1.3/1.5 commands]] [[Category:Sprite manipulation]]

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