Difference between revisions of "WaitRotateUnit"
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(Created page with "= {64} {{IE_64}} = Waits for instruction RotateUnit to end for the given unit before moving forward See Also: {29} {{IE_29}} ― Event_Instruction...") |
m (Xifanie moved page Event Instruction 64 to WaitRotateUnit) |
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= {64} {{IE_64}} = | = {64} {{IE_64}} = | ||
− | + | {{IE_64_ex}} | |
+ | {{IE_64_desc}} | ||
− | See Also: [[ | + | |
+ | See Also: [[Event_Instruction_2C|{2C} {{IE_2C}}]] ― [[Event_Instruction_2D|{2D} {{IE_2D}}]] ― [[Event_Instruction_53|{53} {{IE_53}}]] ― [[Event_Instruction_65|{65} {{IE_65}}]] | ||
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− | + | {{x00}} | |
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Latest revision as of 15:28, 22 February 2021
{64} WaitRotateUnit
WaitRotateUnit(xID,x00)
Waits for a unit to finish rotating/facing another unit before resuming.
See Also: {2C} FaceUnit2 ― {2D} RotateUnit ― {53} FaceUnit ― {65} WaitRotateAll
Unit ID : Byte (hex)
ID of the unit specified in the ENTD.
x00 : Byte (hex)
This value is always set to x00 in the original game; it probably doesn't have a function.