Wall Dialog

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

 

1. TYPE

The effect.

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 wall, 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 wall, 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 wall.

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 wall 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 wall's state is switched to ON.
   
Going OFF If set, the CMD will be sent through the TX ID when the wall's state is switched to OFF.
   
busyTime Its function is TYPE dependent.
   
waitTime Its function is TYPE dependent.
   
restState The state to which it will return after the waitTime.

7. TRIGGER ON

Push When the player presses the 'use-key'.
   
Vector *not working*
   
Reserved *nothing*
   
DudeLockout Dudes/monsters/creatures can not interact with the wall.

8. TRIGGER FLAGS

Decoupled If set, any user interaction will not control the wall but will transmit a CMD (if set) through the wall's TX channel.
   
1-shot If set, the wall can only be activated once.
   
Locked If set, the wall can not receive any commands except from the LOCK group
   
Interruptable The wall returns to the previous state while it is still transitioning between states.

9. MISC

 

Data TYPE dependent parameter.
   
Key The key needed to unlock the wall. 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

   
PanX The speed of the tile moving in the X direction, positive or negative.
   
PanY The speed of the tile moving in the Y direction, positive or negative.
   
PanAlways If set, the panning is permanent. Do not set if it needs to be controlled through the RX ID.
   
Note: In Mapedit, global panning can be turned off and on by pressing F11 in 3D mode,
this is handy when multiple textures need to be perfectly aligned.

 

 

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