Difference between revisions of "Pos pipe V3"

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  <span style='color:green'>        leti </span>R2, 00000000 <span> style='color:orange'>//Makes register 2 equal 00000000. (y0.)</span>
 
  <span style='color:green'>        leti </span>R2, 00000000 <span> style='color:orange'>//Makes register 2 equal 00000000. (y0.)</span>
 
  <span style='color:green'>        leti </span>R3, 00000085 <span style='color:orange'>//Makes register 3 equal 00000085. (z113.)</span>
 
  <span style='color:green'>        leti </span>R3, 00000085 <span style='color:orange'>//Makes register 3 equal 00000085. (z113.)</span>
  <span style='color:green'>        let </span>R4, R250 <span style='color:orange'>//Makes register 4 equal register 250. (Makes a pipe.)</span>
+
  <span style='color:green'>        let </span>R4, R250 <span style='color:orange'>//Makes register 4 equal register 250. (Determines pipe's color.)</span>
 
  <span style='color:red'>        pos_pipe_V3 </span>R1 <span style='color:orange'>//Makes a pipe on the floor the op code is encountered on based on the above leti arguments.</span>
 
  <span style='color:red'>        pos_pipe_V3 </span>R1 <span style='color:orange'>//Makes a pipe on the floor the op code is encountered on based on the above leti arguments.</span>
 
  <span style='color:green'>        ret </span>
 
  <span style='color:green'>        ret </span>

Revision as of 13:09, 6 May 2013

Syntax

Syntax: pos_pipe_V3 register1

  • register1 = start of continuous registers.

4 registers.

1st register = Where pipe should be on the map where the op code is encountered a position X.

2nd register = Where pipe should be on the map where the op code is encountered a position Y.

3rd register = Where pipe should be on the map where the op code is encountered a position Z.

4th register = Gem color of the pipe. (Note: if a player is not in a gems slot then no pipe will be created.)

Use

Used to create a pipe through scripting that will take take the players back to pioneer2/labo. Pipe will disappear upon being used.

Example


100:     get_slotnumber R250 //Gets the players slot number and stores it in register 250.
         leti R1, 000000F0 //Makes register 1 equal 000000F0. (x240.)
         leti R2, 00000000  style='color:orange'>//Makes register 2 equal 00000000. (y0.)
         leti R3, 00000085 //Makes register 3 equal 00000085. (z113.)
         let R4, R250 //Makes register 4 equal register 250. (Determines pipe's color.)
         pos_pipe_V3 R1 //Makes a pipe on the floor the op code is encountered on based on the above leti arguments.
         ret 

Also see

get_slotnumber, leti, ret