#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png) Making console variables apply to a DECORATE actor

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- **Ultimate Freedoomer**
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   9 years 11 months ago [\#4478](#4478) by Ultimate Freedoomer  *[Making console variables apply to a DECORATE actor](https://www.realm667.com/forum/the-workshop/761-making-console-variables-apply-to-a-decorate-actor#4478 "Hi. You know how, when it comes to modding, you can set a mod-specific custom console variable to automatically apply with that actor? I was wondering if it was possible to do the same trick with...")* was created by *Ultimate Freedoomer*

 Hi. You know how, when it comes to modding, you can set a mod-specific custom console variable to automatically apply with that actor? I was wondering if it was possible to do the same trick with cvars BUILT INTO the mod's intended engine, &amp; if so, how to do it? I'm trying to recreate the Probjectile from the alphas. The cvar I'm trying to do this trick with is "linetarget".

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   9 years 11 months ago [\#4483](#4483) by Blue Shadow  Replied by *Blue Shadow* on topic *[Making console variables apply to a DECORATE actor](https://www.realm667.com/forum/the-workshop/761-making-console-variables-apply-to-a-decorate-actor#4483 "Hi. You know how, when it comes to modding, you can set a mod-specific custom console variable to automatically apply with that actor? I was wondering if it was possible to do the same trick with...")*

 I'm not sure I follow, could you elaborate further?

Alos, [ linetarget](http://zdoom.org/wiki/CCMDs:Informational#linetarget) is not a CVAR, it's a [ CCMD (console command)](http://zdoom.org/wiki/CCMDs).

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- **Ultimate Freedoomer**
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   9 years 11 months ago [\#4520](#4520) by Ultimate Freedoomer  Replied by *Ultimate Freedoomer* on topic *[Making console variables apply to a DECORATE actor](https://www.realm667.com/forum/the-workshop/761-making-console-variables-apply-to-a-decorate-actor#4520 "Hi. You know how, when it comes to modding, you can set a mod-specific custom console variable to automatically apply with that actor? I was wondering if it was possible to do the same trick with...")*

 Basically: - I know how to make user-defined mod-specific CCMDs/CVARS automatically apply with custom actors (an example I've seen being Complex Doom's legendary addon making a specific music cue play when you encounter a Legendary monster variant)
- I have no idea how to make a CCMD/CVAR built into ZDOOM work in such a way.

Like I said, I'm trying to create a usable form of the Probjectile weapon from the Doom Bible for upload to the repository, &amp; I'm trying to make it so that the "LINETARGET" CCMD automatically enables itself if you are close enough to an enemy you're looking at while you have the weapon out, so as to provide the "readout on enemies" feature that that weapon was supposed to have.

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   9 years 11 months ago [\#4522](#4522) by Blue Shadow  Replied by *Blue Shadow* on topic *[Making console variables apply to a DECORATE actor](https://www.realm667.com/forum/the-workshop/761-making-console-variables-apply-to-a-decorate-actor#4522 "Hi. You know how, when it comes to modding, you can set a mod-specific custom console variable to automatically apply with that actor? I was wondering if it was possible to do the same trick with...")*

 Well, you cannot invoke a CCMD automatically. But there is an alternative solution to your problem. With [ ACS](http://zdoom.org/wiki/ACS), you can get the kind of information the linetarget CCMD provides and print it on the HUD.

Here is simple mod which prints the class name, health and spawn health of the monster under the crosshair, but only if your currently equipped weapon is the plasma rifle.

https://dl.dropboxusercontent.com/s/t98wlrzrgxvycb4/enemyinfo.pk3?dl=0

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- **Ultimate Freedoomer**
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   9 years 11 months ago [\#4536](#4536) by Ultimate Freedoomer  Replied by *Ultimate Freedoomer* on topic *[Making console variables apply to a DECORATE actor](https://www.realm667.com/forum/the-workshop/761-making-console-variables-apply-to-a-decorate-actor#4536 "Hi. You know how, when it comes to modding, you can set a mod-specific custom console variable to automatically apply with that actor? I was wondering if it was possible to do the same trick with...")*

 Thanks. Ya know, we really need a default "enemy stats" powerup actor class base in Zdoom.

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