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Effect Sprites

Multiplayer weapons/switches.
Pal 1 = COOP

Pal 2 = DM

GIVE ANY SECTOR AN UNDERWATER/REDDISH PALETTE

Hitag 6 makes the sector under water palette, hitag 7 gives it a reddish palette. Note that this is not the same kind of color change that occurs when you give the sector floor a color.

The first time you do a palette shift, the game halts as all the textures are converted, so try not to use the effect where
the player is jumping or fighting.

New SE effects

SPIRIT VORTEX = SE 60

HITAG IS THE TAG THAT CAUSES EFFECT TO SPAWN, IT NEEDS AN ACTIVATOR TO WORK

YVEL IS THE TAG THAT CAUSES EFFECT TO END

 

COLOR CHANGER = SE 61

HITAG IS THE TAG THAT TRIGGERS IT, BUT IT MUST BE TRIGGERED BY A WGR2 ACTOR (POWER PODS, A MONSTER, ETC)

THE SECTOR BECOMES THE PAL AND SHADE OF THE SE

OPTION: IF XVEL IS SET ON THE SE, IT BECOMES THE NEW PICNUM OF THE SECTOR AND WALLS

 

SPACE CUTSCENE MANAGER=SE62

THIS IS USED FOR CONTROLLING THE STAR SECTOR AT THE BEGINNING OF THE HUB LEVEL AND CAN’T BE USED FOR ANYTHING ELSE.  FIRST IT GRABS PLAYER 0 AND MOVES HIM TO ITS OWN POSITION.  THEN IT STARTS TRACK 18 (SILENT MIDI) AND MAKES ALL OF THE NORMAL SPRITES IN ITS SECTOR KEEP THEIR PALS (SO THEY DON’T TURN BLACK IN SPACE).   IT ALSO SETS A GLOBAL VARIABLE THAT STARTS THE STAR SPAWNERS WORKING (SE 63).  THERE IS CURRENTLY NO OTHER WAY TO START THE STAR SPAWNERS.  THIS SE WAITS FOR A FRANKENSWITCH WITH LOTAG 5 TO BE PRESSED (TILE 141).  WHEN THAT HAPPENS, IT MAKES THE STARS SPAWN HYPERSPACE LINES AND IT LOOKS FOR A NEARBY EVIL WARP AND ACTIVATES IT.  THE EVIL WARP THEN COMES TOWARDS THE PLAYER, BLOWS UP ANY NORMAL SPRITES, AND ENDS THE CUTSCENE.

 

STAR SPAWNERS = SE 63

THESE  SPAWN STARS THAT FLY OFF AT A SLIGHTLY RANDOMIZED ANGLE.  THE STARS MOVE UNTIL THEY HIT SOMETHING.  THE STARS ONLY SPAWN WHEN THE SE63 IS TRIGGERED BY A SE62.  ONCE THE SWITCH IS HIT (SEE ABOVE), THE SE WILL ALSO SPAWN LIGHTNING, AND STARS AND LIGHTNING WILL ACCELERATE.  THE SPAWNING STOPS WHEN THE PLAYER IS GRABBED BY THE EVILWARP.

 

SCROLL ACTIVATOR = SE 64

SET YVEL TO THE ACTIVATION NUMBER AND IT WILL ACTIVATE EVERYTHING OF THAT TAG WHEN THE PLAYER HAS COMPLETED THE EPISODE EQUAL TO HITAG.  1 = EP 1 COMPLETED, 2 = EP 2 COMPLETED, 4 = EP 3 COMPLETED (IT IS A BITFIELD).



JUMP BOOT CHARGER = SE 65

Standing in this sector will cause jump boots to charge.

SE 68 SQUISHING DOOR (Like regular doors but these don't stop if the player is below)

HITAG 0 = CEILING MOVES DOWN, HITAG 1 = FLOOR MOVES UP
YVEL = ACTIVATION NUMBER, ZVEL = SPEED
XVEL = STARTING SOUND, EXTRA = FINISHING SOUND
DOOR MUST START IN OPEN POSITION!

The door must start open. So if you want it to be closed the first time the player sees it, make him step on a supertouchplate or something that closes it when he is still far away. Setting door speed is optional. If you don't set it, it has a speed of 64 (512 z units per tic).

LEVEL TELEPORTER = SE 69

Transports the player to the level in the current episode of the number equal to the PAL of the SE69.  The map state is saved beforehand, so when the player returns it will be as he left it. 

Additional features: 
The teleporter can be locked until activation.  Set YVEL to the activation number that unlocks it.
The teleporter can take the player to a specific location in the destination map, rather than the regular player start position.  To do this, give the SE69 a nonzero hitag.  Then place an SE67 in the destination map, and give it the same hitag.  When the player arrives in the destination map, he will be taken to the SE67 with the same hitag as the SE69, and will face the angle of the SE67.  You can have multiple SE69 with the same hitag, if you want them to take the player to the same destination.

FIREWORKS = SE 77

SHOOTS OFF A LARGE FIREWORKS MORTAR ABOUT ONCE EVERY 10 SECONDS.  SET YVEL TO THE ACTIVATION NUM BER IF YOU WANT IT TO WAIT FOR ACTIVATION, OTHERWISE LEAVE YVEL AT 0 AND IT WILL START WHEN THE LEVEL STARTS.

 

BROADCASTER = SE 88

SHOWS A SCENE FROM A DIFFERENT PART OF THE MAP.  THE SCENE IS “BROADCAST” IN THE BACKGROUND, AND IS VISIBLE WHEREVER THERE ARE BLANK TEXTURES (WALLS, FLOORS OR CEILINGS WITH BLANK TEXTURES) NEAR THE SE.  PLACE TWO SE88 AND GIVE THEM THE SAME HITAG.  ONE WILL BROADCAST THE POV OF THE OTHER. 

OPTIONS:  GIVE THE SE A YVEL, AND THAT WILL BE ITS ACTIVATION NUMBER, IN WHICH CASE IT WILL NOT BROADCAST UNTIL AN ACTIVATOR OR GAME EFFECT (SUCH AS MONSTER ACTIVATION) TURNS IT ON.  MAKE SURE TO HIDE THE BLANK TEXTURES UNTIL THE ACTIVATION USING EITHER A TEXTURE CHANGER OR SOME OTHER TRICK. 

BY DEFAULT, THE SE WILL BROADCAST FROM ITS OWN ANGLE, BUT IF YOU SET XVEL TO A NON-ZERO VALUE, IT WILL USE THE PLAYER’S ANGLE INSTEAD (NOT USUALLY A GOOD IDEA THOUGH).

 BY DEFAULT, IT WILL USE THE PLAYER’S CURRENT  Z ANGLE (LOOK UP/DOWN ANGLE).  TO SET A FIXED Z ANGLE, SET EXTRA ON THE SE.  100 = STRAIGHT AHEAD.  HIGHER VALUES LOOK UP, LOWER VALUES LOOK DOWN (IN POLYMOST, MAX 299, MIN -199).

 

TELEPORTER = SE 89

SIMILAR TO THE NORMAL TELEPORTER SE7, BUT WITH MORE OPTIONS.  LIKE SE7, IT TAKES THE PLAYER TO ANOTHER SE OF THE SAME HITAG WHEN HE ENTERS ITS SECTOR (BUT THERE CAN ONLY BE ONE DESTINATION).

OPTIONS:  GIVE THE SE A YVEL, AND THAT WILL BE ITS ACTIVATION NUMBER, IN WHICH CASE IT WILL NOT TELEPORT UNTIL AN ACTIVATOR OR GAME EFFECT (SUCH AS MONSTER ACTIVATION) TURNS IT ON.  NOTE THAT TWO SE89 WITH THE SAME HITAG COULD HAVE DIFFERENT ACTIVATION NUMBERS.  THIS COULD BE USED TO MAKE A ONE WAY TELEPORTER.  LEAVE YVEL AT 0 AND IT WILL START UNLOCKED.

SET XVEL TO THE SOUND NUMBER TO PLAY UPON TELEPORTATION (LEAVE 0 FOR NO SOUND).

CERTAIN PALS ON THE SE WILL CAUSE A COLORED FLASH WHEN THE PLAYER TELEPORTS:  PAL 1=BLUE, PAL2=RED, PAL3=WHITE, PAL4=BLACK, PAL7=YELLOW, PAL8=GREEN.  PALS NOT LISTED DO NOTHING.

 

Cutscene camera = SE 90

 

This SE can be used to change the player’s view to the view from the SE.  It can be triggered by an event in the game, or it can occur when the level starts.  Cutscene cameras can be either stationary or moving, and they can be chained together to show a sequence of views.  The view can be displayed on the entire screen, or it can be displayed in a box in the corner.  By default, the player is paralyzed while this effect is ongoing.  Tags on the SE control different aspects of the effect:

 

Hitag:  Set to 0 to switch to the SE view at level start.  Otherwise, hitag is the activation number.  The SE can be activated by an activator having a lotag equal to the SE’s hitag, or by a switch, monster, or other DP sprite which has a YVEL equal to the SE’s hitag.  The player will view from the SE immediately upon activation.

 

Pal: 0 = stationary camera, 1 = moving camera.  A moving camera will not work unless there is another SE 90 which has a hitag equal to the YVEL of the moving camera.

 

Shade:  The up/down view angle.  0 looks straight ahead, negative numbers look up and positive numbers look down.  The exact formula is camerahoriz = shade*2 +100

 

XVEL:  In a stationary camera, this is the number of game tics that the camera’s view will last.  In a moving camera, XVEL is the speed at which the camera travels.  If not set, XVEL will default to 130 (five seconds of view time for a stationary camera, and about ½  of Duke’s running speed for a moving camera).

 

YVEL:  This is the number that the camera activates upon completion.  In a stationary camera, completion occurs when its time runs out.  In a moving camera, completion occurs when it has traveled all the way to the next camera in the sequence.  The camera will activate any respawns, activators, masterswitches, or DP sprites which have activation numbers equal to the camera’s YVEL.  This includes other cutscene cameras. If the camera is stationary, it does not have to be set to activate anything.  If it is a moving camera, it must be set to activate another SE 90 (see Pal, above).

 

ANG:  The angle of the SE sprite will be the angle that the camera faces.  If it is a moving camera, then it will start at this angle and gradually turn to face the angle that the next camera is facing.

 

EXTRA:  This is a bitfield which determines some additional camera functions.  Add together the numbers you want, or leave EXTRA at its default value (-1) if you don’t want any of the options.

1          does a quick fade to black right before the camera’s view time ends (does not work with moving cameras)

2          shows the view in a box in the lower right corner of the screen (the rest of the player’s view is normal)

4          if this bit is set, the player will be moved to the camera’s position.

8          allow the player to move (best used in combination with 2)

16        transition effect: when camera activates, its view starts in the center and quickly expands to fill the screen (do not use with 2)

 

 

FLOATING SECTOR = SE 91

With this effect you can make a sector move up and down in a sin function motion. It could be used to make small islands bob up and down or the larger sector around the islands bob up and down.

Extra on the SE is the length of the cycle (the higher, the longer). The minimum is 32 (it will be forced up to 32 if you set it less than that). Hitag is the amplitude of the wave (or far up and down the sector moves): minimum of 64. Shade on the SE is the time offset of the motion. Give nearby floating SE s different offsets if you don't want them synced.



PLAYER CAPTURE = SE 105

Captures the player and takes all of his equipment.  He wakes up at the other SE 105 sharing the same hitag.  The pal of the  SEs controls the fade color.  Set Extra on the destination and Duke will play that sound when arriving.



WEIRD ELEVATOR TRANSPORTER = SE 166

THIS IS THE EFFECT USED IN THE TRANSITION BETWEEN NORMAL AND HELL IN LEVEL 2 OF WGR2

TRANSPORTS TO ANOTHER 166 SE HAVING THE SAME HITAG

EXTRA OF THE SE IS HOW LONG BEFORE THE TRANSPORT OCCURS

PLAYER IS STUCK ON THE TRANSPORTING SECTOR IF HE STEPS ON IT.  MUSIC WILL CHANGE, WEATHER WILL STOP, THE SCREEN WILL ROTATE.

ANY MONSOULS WILL BE TELEPORTED TO THE PLAYER AND DROP GOLD.  ANY 3846 CANDLE SPRITES WILL START TO MOVE UP.

 

SECTOR OF DEATH = SE 666

THE PLAYER OR ANY OTHER CREATURE WHO IS BELOW THE SE IN THE SECTOR WILL BE KILLED.

 

 

 

 

 

 

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