MY Shadow Warrior FAQ
by Loopman
Sound Sprite 134,# TAG4 Sounds
tag4 sound# 160=chaindoor 266=screem
bool1 1=play 1 time 180=elevator 472-474=doors
bool6 0 must be 0 to work 201=switch 189=gear
172=drill 197=steam
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U/D Door Sprite 92,#
tag3 0=manual 1=switch 2=active 3=switched
tag4 speed 50=slow 255=fast
tag6 trigger another tag
tag9 time of open/close 8=1sec
bool1 1=closed position 0=build position
bool2 1=1time 0=many
bool3 1=no player crush
bool6 0=dont call tag6 when closing
bool11 1=display "Single Play Only" message
note: must flip(F key) door sprite 2 times
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S Slide Door 145,#
tag3 0=manual 1=switch
tag4 open direction use <> keys
tag5 distance (largest grid square is 1024)
tag7 move speed
tag9 open/close time 8=1sec
bool2 1=1time 0=many
bool3 1=No Crush 0=crush player
bool4 0: operated during a Dmatch game.
1:cannot be operated during a Dmatch game.
bool5 close at start of game
make white wall sector like this:
- =whitewall * =redwall 0 =vector
-------------------0 0-----------------------
| |
0------------------0************0
| |
0----------------0-0 |
Door |-walltag |
0----------------0-0 |
| |
0------------------0************0
| |
-------------------0 0------------------------
then close it up to look like this:
-------------------0 0-----------------------
| |
0----------------0-0************0
|
Door wall sprite here-s|-walltag
|
|
0----------------0-0************0
| |
-------------------0 0-----------------------
note: wall tag will be h,l
h=door sprite low tag
l=220 for west open
l=221 for east open
l=222 for north open
l=223 for south open
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Swing Door 143,#
tag3 0=manual 1=swithed
tag4 direction 0-1024
tag5 radius 512=90 degrees
tag7 speed
tag9 open/close time 8=1 sec
bool2 1=1 time
bool4 no DMatch operation
bool11 display "Single Play Only" message
note: position Rotator Sprite (144,#) at pivot point
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CTF Setup The Flag Sprite# 2520
tag1 0=30 sec til flag explodes
1003=respawn back at the base when player dies or scores
tag2 match tag will be triggered
tag5 counter till tag6 executes
tag6 match when tag5 reaches counter
bool1 0 score is incremented when the carrier enters
1 Do not score when entering the score sector.
PAL: 16: Brown (you must set the flag's palette)
17: Gray
18: Purple
19: Red
20: Yellow
21: Olive
22: Green
23: Blue
A level can have multiple flags of any type or color, allowing for a variety of
possibilities, including up to eight teams. NOTE: A flag will automatically tag
the sector it's in with a sector hitag 9000, and a sector lotag equal to the
flag's palette. You can create a scoring sector anywhere in the map in addition
to the flag's sector just by using these tags.
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Room over Room - = white wall * = red wall 0 = vector
#2 lower #1 upper
0----------------------------0 0----------------------------0
| 1 | | 3 |
| 6 | | 7 |
| 2 | | 4 |
| | | |
| 0******0 | | 0******0 |
| * 5 * -hole | | * 8 * -hole |
| * * | | * * |
| 0******0 | | 0******0 |
| | | |
0----------------------------0 0----------------------------0
Room #1 & 2 must be the same size and have all vectors in the same location
Sprite 1 Floor_Base 202,x = any even # 0-xx
must be in same location within sector as Sprite 3
Sprite 3 Floor_Offset 203,y = x+1
must be in same location within sector as Sprite 1
Sprite 2 View_Level1 110,z = any #
Sprite 4 View_Level2 111,# = z
Sprite 5 View_Level1 110,# = z
Sprite 6 View_Thru_Ceil 120,# = z
Sprite 7 View_Thru_Floor 121,# = z
Sprite 8 View_Level2 111,# = z
The floor of the #1(upper) must be HIGHER than the ceiling of #2(lower)
and the ceiling of the hole in #2 must EQUAL the floor height of #1.
The floor height of the hole in #1 must EQUAL the ceiling height of #2.
All Veiw_Level Sprites(2,4,5,8) must have their tag 4 values set to 512.
------------------------------------------------------------------------
Water Sprite 7,#
Sink sprite 0,35
Underwater tag 8,#
note: a sink sprite in lava = death eg 0,20
------------------------------------------------------------------------
Teleport Sprite 84,#
tag3 0=normal 1=silent
tag4 angle
TAG5-8 Random match locations in addition to TAG2
tag10 0=2 way teleport
1=1 way teleport
Teleport Fall to 86,z=any tag
Teleport Fall from 85,z
------------------------------------------------------------------------
Ladder Sprite 30,0
tag4 angle
walltag lo=305
------------------------------------------------------------------------
Player Start Multi 42,# Coop Start 48,#
tag2 player # 0-7
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Ambient Sounds 1002,#
tag2 sound #
0=bubbles 44-49=mechanical sounds 74-75=trains
5=waterfall 77=flag waving
15=sewer flow 4=drip
28=wind light 1=crickets
29=wind strong 42=drill
------------------------------------------------------------------------
TouchPlate Sector Tag hi tag#=any door,spawn low tag=211 212=1 time
------------------------------------------------------------------------
Breaking Spite BREAKABLE_SPRITE
(This is used with non-ST1 sprites to make them breakable)
tag2 = Match - used to match up with BREAKABLE ST1's
tag6 = Match - extra match value for activating ST1's like
SPAWN_SPOT and LIGHTING. By this method you can spawn
debris or turn off a light when this sprite is broken.
bool1= 1: Denotes that this is not an ST1 but is tagged like
one. IMPORTANT: THIS MUST BE SET TO "1".
boo2= 1: Don't break this sprite. Use this to override
automatic breakables.
Note:
Use this tagging on the actual sprite you want to break. TAG2 should
match the TAG2 of the BREAKABLE (hitag 132) ST1 that tells this
sprite how to break. NOTE: You don't actually need the ST1 132
if you just want to kill the sprite when its broken. Giving it a
hitag of 132 and setting BOOL1 is sufficient.
------------------------------------------------------------------------
Card Switch Sprite #,29
# =color
1-red
2-blu
3-grn
4-yel
5-gold
6-silver
7-bronze
8-red
tag3 32
sprite 29,# inside door sector
------------------------------------------------------------------------
TURRET 0=vector -=red wall <=angle *=sector tag
1
0------------------0
| 0------------0 |
| | <3 | |
| | * <4 | |
**| | <5 | |
| | | |
| 0------------0 |
0------------------0
2
1 =500,0 UPPER_BOUND
2 =501,0 LOWER_BOUND (UPPER_BOUND hi tag+1)
3 =SO_ANGLE = 16,0
4 =OPRATIONAL = 1,0
5 =LIMIT_TURN = 68,x where x= amount to turn
x=256 90 degrees x=512 180 degrees x=1024 360 degrees
* =sector tag 96,(LOWER_BOUND hi tag) eg..501
** =504 is the wall low tag
------------------------------------------------------------------------
Switches (picnums 551-584)
#,206 Vator Switch(animated)
#,210 Lighting Switch
#,211 Anything Switch
#,212 1 time switch
#,213 Combo switch (Auto Sound)
tag3 0=off to trigger
1=on to trigger
#,214 Combo 1 time switch
#,216 Actor switch (spawn actors w/lowtag of 203 and hitag of switch)
------------------------------------------------------------------------
Spawn Sprite 149,#
tag3 1-12=keys 55=heart
32=uzi's 57=armor
43=rocket 58=medkit
44=rocket ammo 60=chem bomb
45=grenade 61=flash bomb
46=grenade ammo 62=nuke
47=rail gun 63=calltrops
48=rail ammo 64=cookie
51=shot gun 65=heat seeker
52=shot ammo 66=cloak
53=head 67=night goggles
bool1 0=no trigger 1= always trigger
bool2 0=no spawn if sprite 1=always spawn multiple sprites
------------------------------------------------------------------------
Wall Cracks Sprite picnum=80
Crack tags #,257
Wall tags 57,#
------------------------------------------------------------------------
Texture Locations
550 switches 3030 blue vest
1770 keys&cards 3570 trees
1800 weapons 4700 more textures
2300 ST1 sprites 4860 " "
2392 card/bomb/key
------------------------------------------------------------------------
Mirrors *=redwall -&|=whitewall
0******************0<make this a blocking wall hit b
| |
0******************0<mirror line
| |
0------------------0
NOTE: Point at mirror line and hit 1 to make it a 1 way wall. Now change the texture
by hitting v and use pic#340
------------------------------------------------------------------------
Cameras
*=redwall -&|=whitewall
0******************0<make this a blocking wall hit b
| st1 |
0******************0<mirror line with hi=# lo=306
| |
0------------------0
ST1=#,0 # should be same as mirror line hi tag
Put another ST1 sprite on your map somewhere with the folowing tags
tag1= 1000
tag2= # same as mirror hi tag
tag4= angle you wish the camera to point.
tag6= 0-2048 512=180 degree motion
tag7= 0 or 5-95 is the up down angle
bool1= 0=magic view
1=monitor view
bool2= 0=no camera sweep
1=sweep using tag 6 value
bool3 0=face tag 4 value
1=opposite tag 4 value
bool11= 0=monitor view
1=dm player views
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Lighting Effects 108,#=tag2 NOTE:This can be used as a controller for ST1-109's
tag2 #=use this for a 109,# or link to a wall switch or touchplate
tag3 0=use for a wall switch
1=flicker effect
2=fade effect
3=flicker ON (tag 5 amount)
4=fade to ON/OFF
tag4 flicker/fade timing 1=fast 20=slow
tag5 brighten sector value 1-127 127=very bright tag6 should be 0
tag6 darken sector value 1-127 127=very dark tag 5 should be 0
tag7 =1 this is a good value
bool1 0=light on
1=light off
bool2 1=no floor lighting
bool3 1=no ceiling lighting
bool4 1=no wall lighting
bool5 1=no outer wall lighting
bool6 1=don't effect palette of sector
bool8 1=invert tag5 and 6 settings
bool10 0=fade from ST1 to outer sector
1=fade from outer sector to ST1
Lighting Diffused 109,#=108 tag This is controlled by the 108 above
tag3 =the rate at which light source grows dark
tag4 =1-20 the higher this # the distance the light source grows dark
bool2 =1 don't effect floor
bool3 =1 don't effect ceiling
bool4 =1 don't effect walls
bool5 =1 shade outer walls
bool6 =1 don't change palette
NOTE:
If you put a ST1 108,# is a sector off your map where a player can
never reach or see it can control all the lighting(109,#) for say
tourches on the entire level. This is a very easy way to control
many lights with a single ST1 sprite.
------------------------------------------------------------------------