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