Link  |   Link  |   Link  

 

Special Effects

 
 

Main Menu

Ambience Sounds

Effect Sprites

Special Effects

Weapons & Ammo

Inventory & Items

Player Abilities

Difficulty Levels

Monsters & Creatures

 

Special Effects

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.

 

 

 

 

 

 

This Web Page Created with PageBreeze Free HTML Editor