Sprite Dialog

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1. TYPE

The effect, more info
A specific sprite TYPE can be inserted quicker in 3D mode with ALT+S and then selecting a category.
In 2D mode you can quick jump to a TYPE by pressing ALT+T and then entering the TYPE number.

2. RX ID

The channel through which a command will be received. A user channel must be in the range of 100 to 1023.
It is possible to block incoming commands by locking the sprite, only commands of the LOCK group are still able to go through. System channels (OUTPUTS) are:

7 Generates trigger at startup for Single Player
8 Generates trigger at startup for Bloodbath
9 Generates trigger at startup for Coop
10 Generates trigger at startup for Team mode
   
15 Generates trigger if a Team A player is killed
16 Generates trigger if a Team B player is killed
   
80 Message sent to Team A Flag
81 Message sent to Team B Flag

Note: the trigger generated by Channel 15 also works in Single Player.

If a continuous trigger is needed during the game then use the TRIGGER GEN sprite (700), make sure its state is ON, then send whatever CMD to whatever channel and set a BUSYTIME for the time interval.

3. TX ID

The channel through which a command will be transmitted. A user channel must be in the range of 100 to 1023.
System channels (INPUTS) are:

1 Secrets setup
2 Secrets counter
3 Text-over
4 End level A
5 End level B
   
90 Trigger for Remote Detonator(s) for player 1
91 Trigger for Remote Detonator(s) for player 2
92 Trigger for Remote Detonator(s) for player 3
93 Trigger for Remote Detonator(s) for player 4
94 Trigger for Remote Detonator(s) for player 5
95 Trigger for Remote Detonator(s) for player 6
96 Trigger for Remote Detonator(s) for player 7
97 Trigger for Remote Detonator(s) for player 8

All remote detonators throughout the map will explode when a ON is sent through the appropriate channel.

4. STATE

The initial state of the sprite, OFF or ON.

5. CMD (command)

There are 12 commands in 4 groups; STATE, LINK, LOCK and STOP.
A command will be transmitted though the TX channel when a trigger is generated by either the player or by receiving a state changing command through the RX channel that will change the state of the sprite.

A list of all commands and their function:

OFF RECEIVER will go OFF when it is ON (r=0)  
ON RECEIVER will go ON when it is OFF (r=1)
STATE State of TRANSMITTER will be send to RECEIVER (r=t)
TOGGLE Inverts state of RECEIVER (r=1-r)
!STATE Sends inverted state of TRANSMITTER to RECEIVER (r=1-t)
   
LINK TRANSMITTER is the master- and RECEIVER the slave-sector,
its RECEIVER(s) only needs TYPE and RX channel set
   
LOCK Locks the RECEIVER
UNLOCK Unlocks the RECEIVER
TOGGLE LOCK RECEIVER's lock flag inverted
   
STOP OFF Internal loop stops when arriving at OFF
STOP ON Internal loop stops when arriving at ON
STOP NEXT Internal loop stops when arriving at next state

Furthermore there are 32 multi-purpose values for use with the Secrets Setup, Counter and the Text-over generator.

The amount of secrets on a map must be set manually, This is done by sending a value to channel 1.

65:1 1 secret
66:2 2 secrets
   
74:10 10 secrets

A CMD of 64 must be send to channel 2 each time the player finds a secret so the counter will go up 1.
Don't forget to set the 1-shot flag so the sprite is unable to influence the counter once more.
Use a CMD of 65 to count a super secret. example map of secrets setup/counter.

Text-over values correspond with messages in the INI file, the CMD value is always the actual number minus 1:

64:0 Message 1
65:1 Message 2
   
95:31 Message 32

example map of text-over.

 

6. SEND WHEN

Going ON If set, the CMD will be sent through the TX ID when the sprite's state is switched to ON.
   
Going OFF If set, the CMD will be sent through the TX ID when the sprite's state is switched to OFF.
   
busyTime Its function is TYPE dependent. Example: the interval at which a Fireball Generator shoots.
   
waitTime Its function is TYPE dependent. Example: the time a Fireball Generator is active.
   
restState The state to which it will return after the waitTime. Example: resetting a 1-Way switch.

7. TRIGGER ON

Push When the player presses the 'use-key'.
   
Vector When hit with the Pitchfork, Sawed-off or Tommy gun.
   
Impact When hit by a blast from the Napalm Launcher, TNT or exploding Aerosol can.
Sprite must be a Gib or Explode Object.
   
Pickup When the sprite is a pickable one like a weapon, ammo, armor, key etc.
   
Touch Works best with a DECORATION type as 'wall sprite', make sure the blocking flag is set as well.
   
Sight *nothing* (as far as I know)
   
Proximity When the player comes within a certain distance of the sprite.
   
DudeLockout Dudes/monsters/creatures can not interact with the sprite..

8. LAUNCH

1 to 5 The sprite will appear on difficulty level 1 and/or 2 and/or 3 and/or 4 and/or 5.
   
S The sprite will appear in Single player.
   
B The sprite will appear in Bloodbath.
   
C The sprite will appear in Coop.
   
T The sprite will appear in Team mode.

9. TRIGGER FLAGS

Decoupled If set, any user interaction will not control the sprite but will transmit a CMD (if set) through the sprite's TX channel. For example: a Toggle switch normally changes its appearance when pushed by the player but when DECOUPLED it doesn't.
   
1-shot If set, the sprite can only be activated once.
   
Locked If set, the sprite can not receive any commands except from the LOCK group
   
Interruptable The sprite returns to the previous state while it is still transitioning between states.
   
Data1 TYPE dependent parameter. For example: the ON sound of a Toggle Button
   
Data2 TYPE dependent parameter. For example: the OFF sound of a Toggle Button
   
Data3 TYPE dependent parameter. For example: the sound number of a AMBIENT SFX sprite
   
Data4 TYPE dependent parameter. For example: the volume of a AMBIENT SFX sprite
   
Key The key needed to unlock the sprite. It is another way besides the regular lock option.

1 = Skull key
2 = Eye key
3 = Fire key
4 = Dagger key
5 = Spider key
6 = Moon key
7 = Key 7

   
Wave TYPE dependent. (unknown what it is used for so far)

10. RESPAWN


A weapon, ammo or Item will reappear after some time. It's not meant for Single Player although it works.

option According to the user setting
   
never Never respawns
   
always Always respawns
   
perman Never goes away

11. DUDE FLAGS

dudeDeaf *nothing*
   
dudeAmbush *nothing*
   
dudeGuard *nothing*
   
reserved *nothing*

12. MISC

Lock msg Lock message. LOCK MSG: X corresponds with MESSAGE X + 1 in the INI file.
Maximum value is 31. Requires LOCK flag set.
   
Drop item When a enemy or a Gib object goes OFF it is able to drop a weapon, ammo or an item.
See Drop item list for more details.

 

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