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 ------------------------------------------------------------------------ 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 ------------------------------------------------------------------------ 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 ------------------------------------------------------------------------ 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 ------------------------------------------------------------------------ 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. ------------------------------------------------------------------------ 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 ------------------------------------------------------------------------ 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 ------------------------------------------------------------------------ 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. ------------------------------------------------------------------------