Point and click at the picture below to jump to a specific
section

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.
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 |
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15 |
Generates trigger if a Team A player is killed |
16 |
Generates trigger if a Team B player is killed |
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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.
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 |
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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.
The initial state of the sprite, OFF or ON.
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) |
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LINK |
TRANSMITTER is the master- and RECEIVER the
slave-sector,
its RECEIVER(s) only needs TYPE and RX channel set |
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LOCK |
Locks the RECEIVER |
UNLOCK |
Unlocks the RECEIVER |
TOGGLE LOCK |
RECEIVER's lock flag inverted |
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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 |
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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 |
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95:31 |
Message 32 |
example map of text-over.