The "vngen_emote_create_ext" Function
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SyntaxArgument | Type | Description |
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id | real/string | The unique identifier to use for the new emote |
sprite | sprite | The sprite to display as an emote |
xorig | real/macro | The horizontal sprite offset, or origin point, relative to the top-left corner |
yorig | real/macro | The vertical sprite offset, or origin point, relative to the top-left corner |
x | real | The horizontal position to display the emote, relative to the global offset |
y | real | The vertical position to display the emote, relative to the global offset |
z | real | The drawing depth of the emote, relative to other emotes only |
xscale | real | The horizontal scale multiplier, where 1 is default |
yscale | real | The vertical scale multiplier, where 1 is default |
rot | real | The emote rotation, in degrees |
col1 | color | The top-left gradient color, where c_white is default |
col2 | color | The top-right gradient color, where c_white is default |
col3 | color | The bottom-right gradient color, where c_white is default |
col4 | color | The bottom-left gradient color, where c_white is default |
alpha | real (0-1) | The alpha transparency value, where 1 is default and 0 is fully transparent |
[loop] | boolean | Optional: Enables or disables endlessly looping the emote |
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DescriptionCreates a new emote with extra options which will be displayed until the sprite animation is complete, at which point it will self-destruct and be removed from memory. Alternatively, the emote can be set to loop endlessly, in which case it will continue to exist until destroyed manually.
Multiple emotes can exist simultaneously, however no two emotes may share the same ID. VNgen entity IDs are arbitrary and most can be either numbers or strings, but bear in mind that -1 is reserved as 'null' and cannot be used as an ID.
See Macros & Keywords for a list of available origin points.