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The effect.
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 |
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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 wall, 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 wall.
A list of all commands and their function:
OFF |
RECEIVER will go OFF when it is ON (r=0) |
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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 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 |
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95:31 |
Message 32 |
example map of text-over.