SWITCH ACTIVATION USING
EXTRA
You can make switches work on everything
(including all WGR2 effects) by using EXTRA instead of lotag.
IMPORTANT: lotag on the switch
still has to be set to some nonzero number, or the switch will
not work at all. So what I do is set lotag to a tag that I do
not use (usually 1). Do not set both lotag and extra to the
same tag number, because then it will activate the tag twice,
and in many cases that will cause the activation to cancel
itself.
SHOP 71
LOTAG: INITIAL
PRICE HITAG: PICNUM OF ITEM EXTRA: ACTIVATION TO MAKE
ITEM AVAILABLE PAL: 0 normal, 10 one time only, 23 price
increases with each sale SHADE: 10 makes it use gems
LIGHTBUG 75
Glowing bugs that
float around. When using the
Polymer renderer, they cast a point light of the same color as
the sprite.
SUPERTOUCHPLATE 109
Tile: 109 Lotag: the
tag it activates (wgr2 effects, activators, respawns,
masterswitches)
Hitag: Optional Set Hitag _only_ if you
want the supertouchplate to trigger based on distance to the
player, instead of based on whether the player is in the
sector. The Hitag is multiplied by 32 to yield build units.
So, with a hitag of 100, the touchplate will get triggered
when the player is within 3200 build units (about 20 feet).
GEMCHANGE 2946
Give it a lotag 1 and it will force
the player to exchange gold for gems when he enters the sector.
SPAWNPOINT 116
LOTAG=ACTIVATION
(OPTIONAL) HITAG=PICNUM OF SPAWN PAL=PAL OF
SPAWN
The SPAWNPOINT is for
placing a monster that will reappear if you kill it, then
leave the map and come back. There is nothing to prevent
monsters from wandering off and getting lost of stuck, so be
careful where you put them (or make them stayput). If
activation is set, then the spawnpoint will do nothing until
activated. It only works with activations coded for
WGR2.
FAKEDOOR
117
HITAG must be
shared by another FAKEDOOR
LOTAG= the sound #
played when “opened” --will play default door sound if this is
not set
PAL= the fade
color: 0,4 black, 1 blue, 2 red, 3 white, 7 yellow, 8 green,
50 dark red, 54 dark green, 56 dark blue, etc. (see tints in
wgr2.def)
This
effect is useful if you want the player to “enter” a building
when the building actually has no inside. When approaching the
FAKEDOOR, a door icon will appear. If the player presses Open,
he will be transported to another FAKEDOOR sharing the same
hitag, which can be located in another part of the map that
appears to be the inside of the building. To work properly,
the FAKEDOOR should be placed against a wall and angled so
that it faces away the wall.
FLOORPANEL 129
Triggers when a heavy object is on top of its
sector. Currently it works with the following items:
APLAYER, STATUE1-STATUE6, BOULDER. Note that statues can
be pushed around by the player if they are given a lotag of
1.
Set LOTAG on the FLOORPANEL to the activation
number. You can place more than one panel having the same
lotag, and in that case it will not activate until all the
panels of that lotag are pressed down. If you want it to make
a special sound when clicked down, put that sound number on
HITAG (otherwise it uses the default switch sound). Finally,
if you want all of the panels sharing a lotag to be locked
into position when the activation occurs, then give it an
EXTRA of 1. Otherwise, the activation will occur again when a
panel comes back up (similar to how dip switches re-activate
if you unpress one of them after the combo has been
entered).
Candles and Torches
(various tile numbers)
When using the Polymer
renderer, they cast a flickering point light of the same color
as the sprite.
CHANGING THE LIGHT COLOR /
STRENGTH OF TORCHES
If you change the pal of the
torch/candle/chandelier, it changes the color of the light it
emits. Also, setting hitag on light emitting sprites now sets
the strength of the light, just like on an SE49 or
SE50.
The following code
shows all of the pal choices with their corresponding xvel,
yvel, zvel settings (RGB):
state paltoRGB switch
pal case 0 case 3 case 12 case 5 case 17 setvar xvel 255
setvar yvel 255 setvar zvel 255 break case 1 setvar xvel 64
setvar yvel 64 setvar zvel 192 break case 21 case 2
setvar xvel 192 setvar yvel 64 setvar zvel 64 break case 4
setvar xvel 0 setvar yvel 0 setvar zvel 0 break case 6
setvar xvel 0 setvar yvel 192 setvar zvel 0 break case
23 case 7 setvar xvel 160 setvar yvel 160 setvar zvel 0
break case 11 case 8 setvar xvel 64 setvar yvel 192
setvar zvel 64 break case 24 case 10 setvar xvel 128
setvar yvel 32 setvar zvel 32 break case 13 setvar xvel 184
setvar yvel 184 setvar zvel 224 break case 14 setvar xvel
32 setvar yvel 128 setvar zvel 32 break case 15 setvar xvel
192 setvar yvel 96 setvar zvel 0 break case 16 setvar xvel
32 setvar yvel 32 setvar zvel 128 break case 18 setvar xvel
128 setvar yvel 0 setvar zvel 128 break case 25 setvar xvel
192 setvar yvel 192 setvar zvel 255 break default setvar
xvel 128 setvar yvel 128 setvar zvel 128
break endswitch
So as you can see, pals 0,3,5,12, 17
emit white light, pals 2, 21 emit red light, and so on. This
list can be edited or added to as requested.
FOGSPAWNER
179
Periodically spawns
fog-like clouds that drift in the direction the sprite is
facing. They disappear after a few seconds. Using
different pals will give a differnt clould/fog
type.
ICEWALL1
197
ICEWALL2
198
These are breakable
sprites that can be placed as walls. They drip and form
cracks as they take damage, until they eventually shatter (or
melt, if hit by fire).
SPIKE1
206
SPIKE2
207
FULLSPIKE
208
If the sprites are
flipped and placed above the ground (like stalagtites), they
will randomly fall if in view of the player.
They are more likely to fall if in close
proximity to the player, and they will cause damage if they
hit him. They can be destroyed with weapon
fire.
PLANK1
256
PLANK2
257
PLANK3
258
PLANK4
259
These are planks of wood
that can be used as obstacles. They can be destroyed by
weapons or burned.
VINEWALL1
300
VINEWALL2
301
VINEWALL3
302
STATICWEB1
306
STATICWEB2
307
STATICWEB3
310
STATICWEB4
311
STATICWEB5
313
Destructible sprites
that can be placed as barriers, similar to the ice walls (with
appropriate destruction effects).
SMALLGOLD
326
MEDIUMGOLD
331
BIGGOLD
336
Piles of gold,
containing 5, 10 and 15 pieces respectively.
They are automatically dropped by
monsters but can be placed in maps directly.
GUNPOWDERBARREL
491
An exploding barrel. It can drop an item
if its LOTAG is set to a tile number.
REVERSE GRAVITY
Place a
GRAVUP (tile #497) in a sector, and the player's gravity will
be reversed when he steps in that sector. It will stay
reversed until
he enters a sector that contains a GRAVDOWN (tile #498). Those
two sprites will continuously spawn a star effect; stars from
the GRAVUP will move upwards, and stars from the GRAVDOWN will
move downwards.
CHECK
POINTS
2942
To add a check point to
your level, place a red C sprite (tile #2942) and give
it a lotag of 1. Set Hitag to the save slot that will be
used (0-9) when the player enters the check point
sector. If you want it to play a sound, set Extra to the
number of the sound. It will only work the first time
the player enters the sector.
Mushrooms
SHRINKSHROOM 3430 --
player will stay shrunk until he gets the
growshroom
GROWSHROOM
3431
SPAWNER 3446
Similar to RESPAWN, but
with many more options and can spawn multiple
sprites.
HITAG is the tile number
to be spawned.
SHADE is the number of
sprites to be spawned. (Give a negative shade to make it keep
spawning forever)
EXTRA is the number of
game tics between spawns (30 = one second between
spawns)
LOTAG determines how the
spawner is activated. Lotag 0 = activates right
away. Lotag 1 = activates when the player enters its
sector. Lotag > 1 means that it activates when that
tag is activated, either by an ACTIVATOR with the same lotag,
or by a WGR2 effect that uses that tag.
Other
features: Spawned sprites will have the same Pal as the
SPAWNER sprite. If you want spawned monsters to drop
something when they die, set XVEL on the spawner to the tile
number to be dropped by the monsters. If you want a
delay between the activation of the spawner and the first
sprite it spawns, set ZVEL on the spawner to the number of
delay tics.
LADDER
3507
This is the effect
sprite that makes working ladders. It is invisible in
game, and the "ladder" that the player actually sees (if any)
needs to be placed separately. Place two of the LADDER
sprites, one where you want the bottom of the ladder to be,
the other at the top. Note that the top is where the
player gets off the ladder, and the player cannot hang on
ledges, so place accordingly. Make the LADDER sprites
face the direction that the player should be facing when using
the ladder. Give the pair of LADDER sprites the same
hitag: this tells the game that they go together. If you
want it to play a sound when the player climbs it, set lotag
on the bottom ladder sprite to the sound number.
FLIES
5611
They buzz around.
Automatically spawned by dead bodies.
Weather
effects
WATERDRIP 660 (used to
create rain, just like in Duke Plus)
give a sector a hitag of 101 and the DP weather will
not fall in that sector
RAINMAKER 3335 spawns
rain in a radius of the same pal
SNOWMAKER 3337 same but
for snow
FALLINGLEAF 1234
randomly spawns leaves that fall to the ground
WAYPOINT
2951
Place a trail of these
sprites to define a path that will be used at the end of the
level as a “victory lap”. The first waypoint in the
trail must have a lotag of 1, the next a lotag of 2,
etc. In addition to having the highest lotag, the last
waypoint in the path must have a pal of 4. The waypoints
must make a loop, so that there is a straight unobstructed
path between each waypoint and the next in the sequence,
including between the pal 4 waypoint and the lotag 1
waypoint.
MUSICSWITCH
2952
Causes music to
switch to the specified track when the MUSICSWITCH is
activated. Set lotag to the
activation number (it will be activated by an ACTIVATOR having
that number, as triggered by a TOUCHPLATE or other
means). Set hitag to the
number of the track that will be switched to upon
activation.
Noise
Sprite 2954
Place a sprite of tile #2954 (the red "O") and give it a lotag of 1.
Set the hitag to the number of the sound you want it to
play when it is triggered by the player entering its sector.
If you want there to be a delay before the sound is
played, set EXTRA of the sprite to the number of ticks you
want the sound to be delayed. You can place multiple
noise sprites in the same sector with different delays.
If you set XVEL to 1, the sound will be global rather than
located at the sprite.
SKYKILL
2958
Give this sprite a lotag
of 666 and it will kill things that fall into a bottomless
sky. A bottomless sky area is a sector that has a
parrallaxed floor. The way that it works is that it
grabs sprites that fall onto parallaxed floors, teleports them
to itself, and causes them massive damage to destroy
them. This means you do not want the Skykill sprite to
be in a location where it can be seen by the
player.
TEXTURIZER
2959 Changes one texture/tile
to another everywhere in the map. YVEL = activation number (it will be activated
by an ACTIVATOR having that number, as triggered by a
TOUCHPLATE or other means). LOTAG = the texture to be changed
HITAG = the new texture it will be
changed to EXTRA: 1
= changes sprites only, 2 = changes textures only, 3 =
changes both sprites and textures
VISOVERRIDE
2961
It
works like this: If you want the default in-game visibility to
be darker (i.e. a shorter view distance) like in regular Duke
3D, you place this sprite in the map, give it a lotag of 1,
and give it a hitag of 512. Without this sprite, the WGR2
default is 256. You can set the number to whatever you want,
higher numbers for shorter visibility.
WEAPONS
2962
Give it a lotag of 1,
and it takes away all of the player’s weapons and items
(except the chainsaw) and exchanges them for stashed gold when
he enters the map. Once this happens the sprite is
deleted, which means it will not happen a second time if the
player leaves the map and then reenters it.
Geysers
it periodically erupts with steam the pal of the
geyser sprite
BIGGEYSER
3433
MEDIUMGEYSER
3434
PLATUPSPAWNER3345
Periodically spawns
platforms the player can ride upwards
WATERFALL3362
place at base of waterfall to make splash,
mist width of sprite determines width of effect
pal of
sprite determines pal of splash, mist
LAVASPAWNER
3435
Causes lava rocks to
shoot upward every few seconds.
TEMPSPRITE 3448
Temp sprites are
visual props that can be made to appear upon activation, and
then later disappear with another activation. These are useful
for making areas that change appearance after certain events.
All temp sprites are tile number 3448. They become invisible
when the map loads, and upon activation they change to look
like another tile specified by the mapper. Note that these are
not like RESPAWN; they do not spawn another tile, they just
look like it. This is important to remember, because they will
not run any of the code specific to the tiles they are made to
look like (for example, they will not take damage if you shoot
them). Also, their blocking area is based on tile 3448, not on
the tile they look like.
HITAG: This is the
activation number that makes the temp sprite visible. Hitag 0
temp sprites are visible when the game starts. LOTAG: This
is the activation number that makes the temp sprite die (note
that it cannot die unless it has been activated
first). EXTRA: This is the tile number that the temp sprite
looks like when it has been activated. Note that it will not
display animation unless the animation is defined on the tile
in an .art file or a def file.
TOWNIE1
4422
TOWNIE2
4445
TOWNTRAIL
500
Place those tile numbers
in a map and they will wander around. They have some blue on
their clothes so they work pretty well with most pals. Tile
500 is a town waypoint. Just place those in a map to show the
townsfolk where they can walk. They can walk in other places,
too, but they will see the waypoints and use them most of the
time.
STALAGMITE1
3633
STALAGMITE2
3837
STALAGMITE3
3838
ROCK1
4078
ROCK2
4079
ROCK3
4080
Destructible rock
sprites.
SOULDOOR 5024
// THE ACCURSED
lotag is the number of souls it takes to open it (max
10) yvel is activation number (when door is
opened) It spawns a HERO when
opened.
THE ACCURSED ARE
FALLEN HEROES WHO WERE FUSED
INTO WALLS. GATHER DEMON
SOULS AND BRING THEM TO THE ACCURSED TO DESTROY
THE CURSE AND REMOVE THE WALL.
MONSOUL 5030
Monster souls follow
player and open soul doors
Breakable glass
sprites
STAINEDGLASS1
4834
STAINEDGLASS2
4835
STAINEDGLASS3
4836
STAINEDGLASS4
4837
STAINEDGLASS5
4838
STAINEDGLASS6
4839
STAINEDGLASS7
4840
STAINEDGLASS8
4841
STAINEDGLASS9
4842
STAINEDGLASS10
4843
STAINEDGLASS11
4844
STAINEDGLASS12
4845
STAINEDGLASS13
4846
STAINEDGLASS14
4847
STAINEDGLASS15
4848
STAINEDGLASS16
4849
STAINEDGLASS17
4850
STAINEDGLASS18
4851
TREASURE CHEST
337
Hightag
= Amount of gold needed to unlock the
magic chest (set to 0 and it is unlocked)
Yvel
= Activation
number zvel = group number (see Groups in monsters
section)
Lotag = What is in the chest
Xvel = the amount of gold in the
chest
Pal 20 chests use the
player's stashed gold instead of his carried gold
MAGICALLY SEALED
TREASURE CHESTS CAN ONLY BE
OPENED BY AN OFFERING OF GOLD
IN THE AMOUNT DISPLAYED ABOVE
THE CHEST.
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