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. |