Sprite Types switcheslightingammokeyshealthitemsarmor power-upsenemiesexplosivesbreakables 1 breakables 2trapsgeneratorssound 0: Decoration For decorating walls, ceiling and floor (although
not recommended) or to create structures with. 1: Player start Used for Single Player starting positions. It is
represented by an orange flag in 3D
mode. Insert in 3D mode by pressing ALT+S and then clicking Misc 2: Coop start Used for Coop starting positions. It is
represented by a grey flag in 3D
mode. 3: Off Marker / 4: On Marker Used by the SLIDE and SLIDE MARKED sector's blue
arrow's head and tail to determine the ON and OFF state. 5: Axis Marker Used by the ROTATE and ROTATE MARKED sector as the
pivot point. 6: Lower Link / 7: Upper Link Vertical teleporter. The Lower Link sprite should be placed under the ceiling of the lower room and the Upper Link on the floor of the upper room. The two sectors should be identical in shape and the Link sprites should be in the exact same spot of both sectors. The DATA1 value of both sprites should be identical. 8: Teleport target Used by the TELEPORT sector as destination marker. 9: Upper water / 10: lower water Vertical teleporter. The Lower Water sprite should be placed under the ceiling of the underwater room and the Upper Water on the surface of the above water room. The two sectors should be identical in shape and the two sprites should be placed in the exact same spot of both sectors. The DATA1 value of both sprites should be identical. 11: Upper stack / 12: lower stack Vertical teleporter. The Lower Stack sprite should be placed under the
ceiling of the lower room and the Upper Stack on the floor of
the upper room. The two sectors should be identical in shape and
the two sprites should be placed in the exact same spot of both
sectors. The DATA1 value of both sprites should be identical.
Place a mirror texture (#504) on the ceiling of the lower room
and floor of the upper room and make sure no other mirror
textures can be seen. 13: upper goo / 14: lower goo Vertical Teleporter. 15: Path Marker Used as way point(s) for the PATH SECTOR type. Read more about Path Sector/Marker here 16: Alignable Region / 17: Base Region No function. 18: Dude Spawn Spawns enemies. 19: Earthquake Shakes the screen. 128 = small bump Any higher value will only extend the time, not the strength. Dual state switch. The player can Push or Vector
the switch to toggle between the ON and OFF state. DATA1 = ON sound Insert in 3D mode by pressing ALT+S and then clicking Misc 21:1-Way switch Single state switch. The player can Push or
Vector the switch once until it is reset to the initial state. DATA1 = ON sound 22: combination switch Multi state switch. The player can Push or Vector
the switch to make the sprite cycle through multiple tiles. DATA1 = INIT value, 0 equals the first tile, a
state change will increase this value. Adding - counting STATEs from
multiple external sources, for example the amount of dead
enemies. 23: Padlock (1-shot) Similar to the 1-Way switch but without a proper reset option. When state is ON a flame will appear above the
torch, when OFF it will be a smoke column. 31: candle When state is ON a halo will appear around the flame. 40: random No function 41: Sawed off Sawed-off shotgun with 8 shells. 42: Tommy gun Tompson submachine gun with 50 bullets. 43: Flare pistol Flare pistol with 9 flares. 44: Voodoo doll Obsolete Use 70: Voodoo doll instead. 45: Tesla cannon Tesla Cannon with 64 charges. 46: napalm launcher Napalm Launcher with 6 charges. 47: Pitchfork No function 48: spray can Obsolete Use 60: Spray can instead. 49: Dynamite Obsolete Use 62: Bundle of TNT instead. 50: life leech Life leech with 35 ammo. Spray can with 48 ammo. 62. Bundle of TNT One bundle of TNT. 63: Case of TNT Five bundles of TNT. 64: Proximity Detonator One proximity detonator. 65: Remote Detonator One remote detonator. 66: Trapped soul 10 ammo for the Life leech. 67: 4 shotgun shells 4 shells for the sawed-off shotgun. 69: a few bullets 15 bullets for the Tommy gun. 70: Voodoo doll Voodoo doll with 100 ammo. 72: full drum of bullets 100 bullets for the Tommy gun. 73: tesla charge 32 charges for the Tesla cannon. 75: flares 8 flares for the Flare pistol. 79: Gasoline can 6 charges for the Napalm launcher. 80: random ammo No function The Skull key. 101: eye key The Eye key. 102: fire key The Fire key. 103: dagger key The Dagger key. 104: spider key The Spider key. 105: moon key The Moon key. 106: key 7 Key 7. Tile can be anything and must be set manually. 100 health portable medkit. Maximum is 100. 108: Medicine pouch Health plus 50. Maximum is 100. 109: Life essence Health plus 20. Maximum is 100. 110: Life seed Health plus 100. Maximum is 200. 111: red potion Health plus 2. Maximum is 200. The player can jump down from a great height
without dying when reaching the ground. Time limit is 30
seconds. 113: Limited invisibility Makes the player invisible for a duration of 30 seconds. 114: Invulnerability Makes the player invulnarable to attacks or any other type of damage for a duration of 30 seconds. 115: Boots of jumping Allows the player to jump 4 times higher than normal. The player can also jump from a great height down without any damage when reaching the ground. Total usage time is 30 seconds. 116: raven flight No function (tilenum 828) 117: guns akimbo Gives another gun for the Flare pistol, Sawed-off, Tommy gun, Napalm launcher and the Tesla cannon. Gives the player a duiving suit. Automatically activated when going underwater. Total usage time is 30 seconds. 119: gasmask Gives the player protection against gas (a sector
with DamageType 5 set in dialog FX... menu). 120: clone No function (tiles missing, a double skull animation) 121: crystal ball Enables the player to look through the eyes of the oponent in multiplayer. 122: decoy No function (tilenum 836) 123: doppleganger No function (tilenum 853, animated in Alpha version) 124: reflective shots Deflects attacks from a vector weapons such as the Axe, Sawed-off or Tommygun. 125: beast vision Makes enemies glow in the dark. 126: shadow cloak No function (tilenum 768) 127: rage shroom No function 128: delirium shroom Makes the screen go blurry for about 8 seconds when picked up. 129: grow shroom No function 130: shrink shroom No function 131: death mask No function (tilenum 683) 132: wine goblet No function (tilenum 521) 133: wine bottle No function (tilenum 759, palnum 4) 134: skull grail No function (tilenum 521) 135: silver grail No function (picnum 803) 136: tome No function 137: black chest No function 138: wooden chest No function Protects the player against fire for a duration of 30 seconds. 140: Basic armor 50 points of Body, Fire and Spirit armor. 141: body armor 100 points of Body armor. Protects the player against Vector weapons like Axe, Sawed-off and Tommy gun. 142: fire armor 100 points of Fire armor. Gives resistance to burning from fire and lava. 143: spirit armor 100 points of Spirit armor. Gives resistance to spirit and magic attacks. 144: super armor 200 points of Body, Fire and Spirit armor. 145: Blue team base Blue team base. 146: Red team base Red team base. Cultist with a Tommy gun. Set LOCK flag to make
enemy invulnerable. 202: Cultist w/Shotgun Cultist with a Shotgun. Set LOCK flag to make
enemy invulnerable. 203: Axe zombie Set LOCK flag to make enemy invulnerable. 204: fat zombie Set LOCK flag to make enemy invulnerable. 205: Earth zombie Set LOCK flag to make enemy invulnerable. 206: flesh gargoyle Set LOCK flag to make enemy invulnerable. 207: stone gargoyle Set LOCK flag to make enemy invulnerable. 208: flesh statue When triggered by Push, Touch or Proximity or when
an ON is received it will transform into a Flesh Gargoyle. 209: Stone statue When triggered by Push, Touch or Proximity or when
an ON is received it will transform into a Stone Gargoyle. 210: Phantasm Set LOCK flag to make enemy invulnerable. 211: Hound Hell hound. Set LOCK flag to make enemy
invulnerable. 212: Hand Set LOCK flag to make enemy invulnerable. 213: brown spider Set LOCK flag to make enemy invulnerable. 214: red spider Set LOCK flag to make enemy invulnerable. 215: Black spider Set LOCK flag to make enemy invulnerable. 216: mother spider Will continue to spawn babies until a maximum of
10 is reached. 217: Gill beast. Set LOCK flag to make enemy invulnerable. 218: eel Set LOCK flag to make enemy invulnerable. 219: bat Set LOCK flag to make enemy invulnerable. 220: rat Set LOCK flag to make enemy invulnerable. 221: green pod Set LOCK flag to make enemy invulnerable. 222: green tentacle Set LOCK flag to make enemy invulnerable. 223: fire pod Set LOCK flag to make enemy invulnerable. 224: fire tentacle Set LOCK flag to make enemy invulnerable. 227: cerberus Set LOCK flag to make enemy invulnerable. 229: tchernobog Set LOCK flag to make enemy invulnerable. 230: tcultist prone Tesla cultist prone. Set LOCK flag to make enemy
invulnerable. 244: sleep zombie Set LOCK flag to make enemy invulnerable. 245: innocent Set LOCK flag to make enemy invulnerable. 246: scultist prone Cultist with Shotgun prone. Set LOCK flag to make
enemy invulnerable. 247: cultist w/tesla Cultist with Tesla cannon. Set LOCK flag to make
enemy invulnerable. 248: cultist w/dynamite Cultist with TNT bundle. Set LOCK flag to make
enemy invulnerable. 249: beast cultist Set LOCK flag to make enemy invulnerable. 250: tiny caleb Set LOCK flag to make enemy invulnerable. 251: beast Set LOCK flag to make enemy invulnerable. Send ON to make it explode. Set LOCK flag to make it invulnerable. 401: armed prox bomb Armed Proximity bomb. Send ON to make it explode. Set LOCK flag to make it invulnerable. 402: Armed remote Armed Remote bomb. Send ON to make it explode. Set LOCK flag to make it invulnerable. 403: blue vase Can be moved around when hit by a weapon or an explosion. 404: brown vase Can be moved around when hit by a weapon or an
explosion. 405: crate face Typically used as a switch. Change to type 416: Gib object and set its DATA1 and/or DATA2 for the gib values if it needs to be breakable. 407: fluorescent light Will break and then spark for a moment when shot.
408: wall crack Is already Impact sensitive by default so it's not needed to be set manually. 409: wood beam Change to type 416: Gib object and set its DATA1 and/or DATA2 to 3 and/or 4 if it needs to be breakable. 410: spider's web The BLOCK flag must be set manually. 411: metal grate Used to block the player. The BLOCK flag must be
set manually. 412: flammable tree Used to make a tree burst into flames after an
Impact. 413: machinegun Set waitTime for the duration, minimum value is 6.
Can be destroyed by an Impact. 414: falling rock A sprite that falls from a height to the floor and
then bounces. Tile must be set manually, for example: 808. 415: Kickable pail Can be moved around when touched by the player when BLOCK flag is set or hit by a weapon or an explosion. A breakable sprite. Is already Vector and Impact
sensitive by default so it's not needed to be set manually. 417: explode object A breakable sprite only by an Impact. Is already
Impact sensitive by default. Read more here 427: zombie head Can be moved around when touched by the player.
Similar to the Kickable pail but with a short life span. No function. 451: rock trap No function. 452: flame trap Set waitTime for the duration, minimum value is 6.
Set DATA1 for the flame distance. 454: saw blade Will hurt player when turned on, make sure its
BLOCK flag is set. Sound must be set manually. 455: Electric zap Decorative animation. Create a damage sector under it to actually hurt the player. 456: Switched zap Can be turned ON and OFF by sending a TOGGLE, it also toggles the BLOCK flag. 457: Pendulum Decorative animation. Create a damage sector under it to actually hurt the player. 458: guillotine Decorative tile. Create a crushing Z Motion sector to actually hurt the player. Invisible explosion generator. Typically used to
be triggered by the Wall crack. Set waitTime for the delay. 700: trigger gen Trigger generator. Set State to ON to activate.
Set busyTime for the interval. 701: water drip gen Water drip generator. Set State to ON to activate. Set busyTime for the interval. 702: BloodDrip gen Blood drip generator. Set State to ON to activate. Set busyTime for the interval. 703: Fireball gen Send ON to activate. Set busyTime for the interval and waitTime for the duration. 704: Ectoskull gen No function. 705: dart gen No function. 706: bubble gen Bubble generator. Set to ON to activate. Set busyTime for the interval. 707: multi bubble gen Multiple bubble generator. Set to ON to activate. Set busyTime for the interval. 1-shot sound effect generator. Set DATA2 for the
sound num. Must receive an OFF to reset, or waitTime = 1. 709: Sector SFX Sector sound effect. Should be placed inside the
sector. 710: Ambient SFX Ambient sound effect, looped. Set State to ON. 711: player SFX Player sound effect. Typically used for Caleb
speaking. Volume is always at maximum. DATA1 = soundnum. |
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design & programming by BME/ILMHB - hosting
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