This document is your reference guide to using the special sprites in Shadow Warrior, including ST1, tracks, locks, switches, cracks, and so on. Examples of almost all uses of these sprites are given in EXAMPLE.MAP, so be sure to check that map out. You'll find it in the \GOODIES\TOOLS directory of your Shadow Warrior CD.
1. The Shadow Warrior Sector Effector
Shadow Warrior has one sector effector, the ST1 sprite. Using it, you will be able to create all of the different special effects in the game. This is how you make working doors, dynamic slopes, explosions, moving sectors, room over room, water, and everything else. For this reason, it is by far the most commonly used sprite in Shadow Warrior.
An ST1 is a sprite just like any other. You can find it in the tile set (the "V" menu in BUILD) at position 2307. The most common way to use an ST1 is to place it in the sector you wish to be affected. For example, if you want a sector to be a door, you would place the ST1 in that sector, tag it properly, and then that sector would behave like a door.
There are almost 100 different functions an ST1 can perform. When you you first place an ST1 sprite, its sign in 2D mode will probably read "SECT_SINK." This indicates the ST1's hitag is 0, which designates the SECT_SINK function. By changing the hitag (Alt H in 2D mode, or ' H in 3D mode) of the sprite, you change the function it will perform, and its sign will change to reflect that. All of the different ST1 functions are listed below.
If, in 2D mode, you point at an ST1 and press F6, context sensitive help will be listed at the bottom of the screen. The information provided will be based on the hitag of the ST1. If, for instance, the ST1's hitag is 92, then F6 will give you help regarding vators. Most of this help will be the same material you find in this document.
1.2 The Shadow Warrior BUILD Tags:
The Shadow Warrior tagging system was developed by a team which was not in contact with the Duke Nukem 3D team, so if you are familiar with Duke Nukem 3D mapping, then forget everything you know, because it can only confuse you here. Shadow Warrior's tagging system is very powerful, and with this power comes complexity. Stick with it, though, and you'll soon be proficient enough to set up a shootable light or a locked door without even looking at this reference.
Every sprite in Shadow Warrior makes use of 15 different TAGS. A tag is merely a variable that contains information regarding the sprite. To enter a value for a tag, point to the sprite, then press the QUOTE key plus the number of the tag. To access TAG11 through TAG15, press SHIFT+QUOTE+the number of the tag. Note that TAG1 and TAG2 are the hitag and lotag, respectively, and so can also be altered with the Alt-H and the Alt-T keys. The following is a list of the 15 tags, their function, and the range of values they can hold.
TAG1 = hitag (-32768 to 32767)
TAG2 = lotag (-32768 to 32767)
TAG3 = clipdist (-128 to 127) - default value is 32
TAG4 = ang (-32768 to 32767)
TAG5 = xvel (-32768 to 32767)
TAG6 = yvel (-32768 to 32767)
TAG7 = zvel 1 (-128 to 127)
TAG8 = zvel 2 (-128 to 127)
TAG9 = owner 1 (-128 to 127) - default is unsigned 255 or signed -1
TAG10 = owner 2 (-128 to 127) - default is unsigned 255 or signed -1
TAG11 = shade (-128 to 127)
TAG12 = pal (-128 to 127)
TAG13 = xoffset and yoffset (-32768 to 32767)
TAG14 = xrepeat and yrepeat (-32768 to 32767)
TAG15 = z (-32768 to 32767)
A boolean flag can hold only two possible values: 0 or 1. Every sprite in Shadow Warrior makes use of 11 boolean flags. To enter a value for a boolean flag, press the SEMICOLON key plus the number of the tag. To enter a value for BOOL11, press SHIFT, plus SEMICOLON, plus the "1" key.
An ST1 sprite always uses TAG1 (the hitag) to specify which function the sprite is to perform on the sector.
An ST1 sprite often uses TAG2 (the lotag) to specify a so-called "match" tag. This means that the value in TAG2 is a unique and arbitrary value designated by you, the level designer. This unique value is used to match the ST1's function to a trigger. A trigger can be caused by such events as operating a switch or stepping into a trigger sector. BUILD will report the next available match tag when you press F5 in 2D mode.
TAG4, as you can see from the list above, is a sprite's angle. By changing the TAG4 value of a sprite, you also change the angle it's facing. Be very cautious of this, because a great many ST1 functions rely on having an exact value in TAG4. If you use the ">" or "<" keys on that sprite, the value will shift by 128, which is probably a large enough change that the ST1 will no longer behave as you'd expect it to. In the case of ST1 134 (SOUND_SPOT), the game will probably quit to DOS with an error. Another pitfall to beware is rotating Right-Alt selected groups of sectors. Since all of the sprites within the selected group are rotated with the sectors when you do this, their TAG4 values will often become grossly incorrect.
If the BOOL1 flag is set to 1 on any sprite, BUILD will cause that individual sprite to behave as though it were an ST1 sprite. This is generally only used to create breakable sprites.
BOOL11 is a flag used by all sprites in the game, not just ST1s. If the BOOL11 flag on any sprite is set to 1, then that sprite will remain stationary rather than ride up and down on a vator.
1.3 Other Notes Regarding The ST1
Many functions are affected by the height of the ST1 sprite. For instance, a door might open to the height of the sprite, or a teleporter might move the player to the same height as the sprite. When calculating a height, always use the lowest point of the sprite graphic as the reference, no matter which way the sprite is oriented. A sprite that is placed on the floor by means of Ctrl-PgDn is at the exact same z-coordinate as the floor, no matter how far the graphic sticks up. A sprite that is placed against the ceiling using Ctrl-PgUp, however, does not have the same z-height as the ceiling because the top of the graphic is resting against the ceiling, and not the bottom. You'll find that you will occasionally need to sink an ST1 into the floor or into the ceiling to get a desired effect.
The only ST1 functions affected by the sprite's palette value are LIGHTING (hitag 108) and LIGHTING_DIFFUSE (hitag 109). Since in most cases the ST1 isn't affected by palette, you may find it useful to assign different palette values to certain ST1 functions, so as to more readily identify them in 3D mode. For instance, I sometimes like to color SPAWN_SPOTs green (palette 11) and TAG_SPRITE_HIT_MATCHes red (palette 14.) Make a habit of color coding your ST1 sprites, and you won't regret it.
No ST1 function is affected by the shade value of the sprite, so why not make them really bright? This will make them easier to spot in 3D editing mode.
1.4 The Shadow Warrior ST1 Function Reference:
Place this in water, lava, or any sector with a floor surface you
want Lo Wang to sink into. He will sink to the depth specified in
TAG2. When building dive sectors (see Hitag 7: SECT_DIVE_AREA) TAG2
needs to be at least 35. You probably never want to use a value
greater than 40, or the player's view may become distorted. NOTE: If
used with a lava texture, SECT_SINK will cause Lo Wang to take damage
when stepping in the sector.
EXAMPLES: AA and BB in EXAMPLE.MAP
SEE ALSO: PLAX_GLOB_Z_ADJUST (hitag 90),
CEILING_Z_ADJUST (hitag 97),
FLOOR_Z_ADJUST (hitag 98)
Place this in a sector of a driveable sector object. This will be the
sector the player must stand in and press SPACE to operate the
driveable.
EXAMPLES: EE and EF in EXAMPLE.MAP
If SECT_CURRENT is used in a sector along with either a SECT_SINK
(Hitag 0), a SECT_UNDERWATER (Hitag 8), or a SECT_UNDERWATER2 (Hitag
9), the player will be moved in the direction the SECT_CURRENT
is facing, at the speed designated in TAG2.
EXAMPLES: AA and BB in EXAMPLE.MAP
SEE ALSO: SECT_SINK (hitag 0), SECT_UNDERWATER (hitag 8),
SECT_FLOOR_PAN (hitag 19)
Use SECT_NO_RIDE in any sector of a moving sector object to keep the
player from moving with that sector.
EXAMPLES: EC, FC and FD in EXAMPLE.MAP
Diving area - pressing the CROUCH key when here will teleport the
player to an UNDERWATER (Hitag 8) area with a matching UNIQUE match
tag. You must also have a SECT_SINK (Hitag 0) sprite in the same
sector with a TAG2 of at least 35 for this to work.
EXAMPLES: BA in EXAMPLE.MAP
SEE ALSO: SECT_SINK (hitag 0), SECT_UNDERWATER (hitag 8)
Underwater area - floating to the ceiling of this area will teleport
the player to the DIVE_AREA (hitag 7) with a matching UNIQUE non
zero match tag. IMPORTANT: The over- and underwater sectors need to
have congruent shapes, and the SECT_DIVE_AREA sprite and the
SECT_UNDERWATER sprite need to be in the same relative position for
both of their respective sectors. IMPORTANT: A zero in TAG2 denotes
that this is a swim area with no matching SECT_DIVE_AREA. This can be
used for areas where the player cannot surface.
EXAMPLES: BA in EXAMPLE.MAP
SEE ALSO: SECT_DIVE_AREA (hitag 7), SECT_UNDERWATER2 (hitag 9)
Secondary Underwater area - floating to the surface of this area will
teleport you to the SECT_DIVE_AREA (hitag 7) with a matching unique
match tag. SECT_UNDERWATER2 allows you to split an underwater area
into multiple sectors, while still having a single large DIVE_AREA
sector.
EXAMPLES: BA in EXAMPLE.MAP
SEE ALSO: SECT_DIVE_AREA (hitag 7), SECT_UNDERWATER (hitag 8)
Place this anywhere in a sector object to tell Shadow Warrior which
end is the front. This will affect the orientation of a sector
object as it follows a track or is operated by the player.
EXAMPLES: EE, EF, and FA in EXAMPLE.MAP
This causes the floor of the sector it's in to pan in the direction
indicated by TAG4 at the rate indicated by TAG2. Set BOOL1 to "1"
if the sector is part of a sector object and you want the floor to
pan at the same speed the sector object is moving. The BOOL1 feature
is primarily used to simulate moving tank treads on driveable
sector objects.
EXAMPLES: BB in EXAMPLE.MAP
SEE ALSO: SECT_CEILING_PAN (hitag 21), WALL_PAN_SPEED (hitag 23)
This causes the ceiling of the sector it's in to pan in the direction
indicated by TAG4 at the rate indicated by TAG2. Set BOOL1 to "1"
if the sector is part of a sector object and you want the ceiling
to pan at the same speed the sector object is moving.
EXAMPLES: BB in EXAMPLE.MAP
SEE ALSO: SECT_FLOOR_PAN (hitag 19), WALL_PAN_SPEED (hitag 23)
Point the sprite at the wall you want it to affect. That wall's
texture will pan in the direction indicated by TAG6 at the rate
indicated by TAG2. Set BOOL1 to "1" if the wall is part of a
sector object and you want the wall texture to pan at the same
speed the sector object is moving. This feature is usually used
to simulate tank treads on driveable sector objects.
EXAMPLES: BB in EXAMPLE.MAP
SEE ALSO: SECT_CEILING_PAN (hitag 21), SECT_FLOOR_PAN (hitag 19)
Lock the door. Must have the correct key to open it. Works for
rotating, sliding, and all vator uses including switches. Place it in
the same sector with a SECT_VATOR
(hitag 92), SECT_ROTATOR
(hitag 143), or SECT_SLIDOR
(hitag 145).
EXAMPLES: EB in EXAMPLE.MAP
Center this sprite on the ladder and set the angle pointing out away
from the wall. The position of the sprite is important, because that
is the (x,y) location the player sprite will be in while climbing
the ladder. Used in conjunction with TAG_WALL_CLIMB (walltag 305).
EXAMPLES: BC and DF in EXAMPLE.MAP
Place this ST1 anywhere in a sector object. Makes a sector object
become a "sprite object." The sprites will move but the sectors will
not. Sprite objects can cross sector boundries, whereas regular
sector objects cannot.
EXAMPLES: EC in EXAMPLE.MAP
Mark a sector in a bobbing sector object so it will not bob with the
rest of the sector. Look at the boat in $WHIRL.MAP for an example.
SEE ALSO: SO_BOB_START (hitag 52),
SO_BOB_SPEED (hitag 53)
Mark a sector in a sector object as the destination for sinking.
It will not sink with other sectors. TAG2 is the offset from the
sector's current floor height to use as the sinking destination.
Look at the boat in $WHIRL.MAP for an example.
SEE ALSO: SECT_SO_DONT_SINK (hitag 34),
TRACK_SO_SINK (tracktag 723)
Mark a sector in a sector object so it will not sink with other
sectors. Look at the boat in $WHIRL.MAP for an example.
SEE ALSO: SECT_SO_SINK_DEST (hitag 33)
Lower the whirlpool sectors to a 'depth' level, when the appropriate track sprite is reached by the sector object. TRACK_SO_FORM_WHIRLPOOL (tracktag 724) Look at the boat in $WHIRL.MAP for an example.
Mark a sector to keep enemy actors from entering, but the player can
still enter. Both enemies and the player can still fire weapons
through the sector.
EXAMPLES: BC in EXAMPLE.MAP
These mark the positions where players will spawn in WangBang games.
The players' feet will be placed at the same height as the bottom of
the ST1 sprite, so place them on the floor unless you want the player
to fall. Always be sure to include start point #0.
EXAMPLES: Any game map
SEE ALSO: MULTI_COOPERATIVE_START
(hitag 48)
Shoots a fireball from the location of this sprite in the direction
the angle is pointing when a sector tagged TAG_TRIGGER_MISSILE_TRAP
(sector tag 43) is stepped on.
EXAMPLES: BD in EXAMPLE.MAP
SEE ALSO: BOLT_TRAP (hitag 44),
SPEAR_TRAP (hitag 63)
Shoots a rocket from the location of this sprite in the direction the
angle is pointing when a sector tagged TAG_TRIGGER_MISSILE_TRAP
(sector tag 43) is stepped on.
EXAMPLES: BD in EXAMPLE.MAP
SEE ALSO: FIREBALL_TRAP (hitag 43),
SPEAR_TRAP (hitag 63)
Causes a sector object to move without rotating as it follows its
track or is driven by the player. Place in the center sector.
EXAMPLES: FB in EXAMPLE.MAP
SEE ALSO: SO_TURN_SPEED (hitag 55),
SO_LIMIT_TURN (hitag 68)
Set parallax sky type to 0, 1, or 2. This value adjusts the xrepeat
of the sky texture. You only need to place one per level in a single
sector that uses a parallax sky texture, and it will affect the whole
level. If more than one is placed in a map, the sky will usually
behave strangely.
EXAMPLES: BE in EXAMPLE.MAP
Normally any sprites or the player standing on a palette swapped
floor take on the palette of the floor. Use this ST1 on sectors where
you don't want this to happen.
EXAMPLES: BE in EXAMPLE.MAP
Spawn spots for cooperative multi-player games. The players' feet
will be placed at the same height as the bottom of the ST1 sprite,
so place them on the floor unless you want the player to fall.
Always be sure to include start point #0.
EXAMPLES: Any game map
SEE ALSO: MULTI_PLAYER_START
(hitag 42)
Sets the speed at which a sector object follows a track. This is
functionally the same as TRACK_SET_SPEED (tracktag 702).
EXAMPLES: FA in EXAMPLE.MAP
Causes a sector object to spin clockwise at the rate specified in
TAG2. This is functionally the same as TRACK_SPIN (tracktag 715).
EXAMPLES: EC in EXAMPLE.MAP
SEE ALSO: SO_SPIN_REVERSE (hitag 51)
Causes a sector object to spin counter-clockwise at the rate
specified in TAG2. This is functionally the same as
TRACK_SPIN_REVERSE (tracktag 720).
EXAMPLES: EC in EXAMPLE.MAP
SEE ALSO: SO_SPIN (hitag 50)
Causes a sector object to bob up and down continuously. TAG2
specifies how high the object will bob. This is functionally the
same as TRACK_BOB_START (tracktag 717).
EXAMPLES: $WHIRL.MAP
SEE ALSO: SO_BOB_SPEED (hitag 53),
SECT_SO_DONT_BOB (hitag 32)
Place in the same sector with SO_BOB_START (hitag 52). TAG2
specifies the speed at which the sector object will bob. This is
functionally the same as TRACK_BOB_SPEED (tracktag 718).
EXAMPLES: $WHIRL.MAP
SEE ALSO: SO_BOB_START (hitag 52),
SECT_SO_DONT_BOB (hitag 32)
Determines how fast a sector object turns to meet the new angle as it
follows a track. The default is 4. For some reason this has no track
tag functional equivalent.
EXAMPLES: FA in EXAMPLE.MAP
SEE ALSO: SECT_SO_DONT_ROTATE
(hitag 45), SO_LIMIT_TURN (hitag 68)
This ST1 will spawn lava debris at its location. The lava will
constantly erupt in intervals (killing framerate) unless BOOL1 is
set to "1", in which case you will need to set up trigger sectors.
See TRIGGER_SECTOR
(hitag 140.) Then the lava will only erupt while
the player is standing in those sectors.
EXAMPLES: BF in EXAMPLE.MAP
Pulls the ceiling and floor together at pre-map. The ceiling and
floor can then be explosively blown apart by shooting a
TAG_SPRITE_HIT_MATCH (lotag 257), otherwise known as a crack
sprite. The TAG_SPRITE_HIT_MATCH
hitag must match TAG2 of this ST1.
EXAMPLES: CA in EXAMPLE.MAP
SEE ALSO: SECT_COPY_DEST (hitag 58), SECT_COPY_SOURCE (hitag 59),
SPAWN_SPOT (hitag 69)
Effectively copies all of the source sector attributes to the
destination sector when triggered. This is probably the most
powerful feature of Shadow Warrior, because it lets you do so many
cool things to a map. Examples are scattered throughout almost
every map. You can do things like blow a hole in the floor and reveal
a hidden swimmable stream, lava pool, or gettable item. It will move
sprites from the source to the destination also. It's very important
that the source and destination sectors be congruent. TAG2 is an
event match (i.e. hit a switch and the copy occurs), while TAG3
serves to identify which source sector belongs to which destination
sector when copying multiple sectors at the same time. Copy sector
58-59 tags will activate in conjuction with matching
SECT_MOVE_WALL
(hitag 103) tags AFTER the copy is done. Copy sector 58-59 tags
should remove any visible sprites from the destination sector,
although this doesn't apply to gettable items. Copy sector 58-59
tags will activate in conjuction with matching SPAWN_SPOT tags
AFTER the copy is done.
EXAMPLES: CB in EXAMPLE.MAP
SEE ALSO: SECT_COPY_SOURCE (hitag 59), SECT_EXPLODING_CEIL_FLOOR
(hitag 57)
This is the source from which a destination sector is copied. See
SECT_COPY_DEST (hitag 58) for more information.
EXAMPLES: CB in EXAMPLE.MAP
SEE ALSO: SECT_COPY_DEST (hitag 58), SECT_EXPLODING_CEIL_FLOOR
(hitag 57)
For operational sector objects and auto turrets. Sets the point
from which the sector object shoots. Place on the end of a gun barrel
and point the sprite in the desired shooting direction. When a shoot
point exists on an operational sector object, the player's weapon is
no longer used, otherwise the player's weapon stays up. Sometimes
TAG6 is not needed because some ammo types have default sounds.
EXAMPLES: EE and EF in EXAMPLE.MAP
Shoots an arrow from the location of this sprite in the direction
the angle is pointing when a sector tagged TAG_TRIGGER_MISSILE_TRAP
(sector tag 43) is stepped on.
EXAMPLES: BD in EXAMPLE.MAP
SEE ALSO: FIREBALL_TRAP (hitag 43),
BOLT_TRAP (hitag 44)
Place in a sector object. Keeps sector objects running a constant
rate so they can stay in sync better if needed. Possibly useful for
meshing gears or something. If it's rideable use SYNC1. Only use
this when you absolutely need to. (NOTE: This isn't used anywhere in
Shadow Warrior, and probably isn't even necessary.)
SEE ALSO: SO_SYNC2 (hitag 65)
Same as SO_SYNC1 (hitag 64), only slightly faster. If it's rideable use SYNC1. Only use this when you absolutely need to. (NOTE: This isn't used anywhere in Shadow Warrior, and probably isn't even necessary.)
A third person camera view which is used when playing back demos, or
when playing with the -cam command line option. Point it in the
direction you want the camera to face. TAG2 is the amount the camera
will turn in either direction (512 = 90 degrees). If TAG3 is 1, then
a special camera will be used which orbits around the player at a
constant distance, speed, and height, until the player moves out of
the camera's view.
EXAMPLES: FD in EXAMPLE.MAP
SEE ALSO: MIRROR_CAM (hitag 1000)
Limit the turning of sector object. Especially useful with turrets.
Point the SO_LIMIT_TURN sprite in the center direction. TAG2 is the
amount the sector object can pivot in either direction.
(512 = 90 degrees either way, for a 180 degree total range of motion)
EXAMPLES: EE in EXAMPLE.MAP
SEE ALSO: SECT_SO_DONT_ROTATE (hitag 45),
SO_TURN_SPEED (hitag 55)
Spawn some effect triggered by just about anything. This is used a
lot throughout the game for various special effects, including
crumbling ceilings, large complex explosions, and breakable sprites.
EXAMPLES: CC in EXAMPLE.MAP
SEE ALSO: SECT_EXPLODING_CEIL_FLOOR
(hitag 57), SPAWN_ITEMS (hitag 149)
Certain sector object effects, like
SO_SCALE_INFO (hitag 100) and
SO_KILLABLE (hitag 80), can
be triggered by a match tag event.
This is accomplished using SO_MATCH_EVENT. The adjustment values
are added when the event is ON, and they are subtracted when the
event is OFF. You may need to experiment with this a bit, since we
didn't use it very much in the game.
EXAMPLES: EE in EXAMPLE.MAP
Aligns a sloping floor sector in a sector object to a point tagged as TAG_WALL_ALIGN_SLOPE_TO_POINT (walltag 550). Generally used with a spike or drill effect rising up from the floor. See also SO_SLOPE_CEILING_TO_POINT (hitag 72).
Aligns a sloping floor sector in a sector object to a point tagged as
TAG_WALL_ALIGN_SLOPE_TO_POINT (walltag 550). Generally used with
a tornado or whirlpool effect coming down from the ceiling. See also
SO_SLOPE_FLOOR_TO_POINT (hitag 71).
EXAMPLES: ED in EXAMPLE.MAP
This sets up a sector object to behave like a tornado.
EXAMPLES: ED in EXAMPLE.MAP
SEE ALSO: SO_AMOEBA (hitag 75),
SO_AUTO_TURRET (hitag 81)
This sets up a sector object to behave like an amoeba.
EXAMPLES: EC in EXAMPLE.MAP
SEE ALSO: SO_TORNADO (hitag 73),
SO_AUTO_TURRET (hitag 81),
SO_SCALE_INFO (hitag 100)
Damage for operational and auto turret sector objects. Sector objects
only take damage from explosive type weapons, not machine gun types.
Be sure to add a SPAWN_SPOT
(hitag 69) with TAG3 set to 3 for the
smoke effect. When the driveable is broken, it will trigger the
smoke, and when the object is repaired, the smoke will go away again.
EXAMPLES: EE in EXAMPLE.MAP
SEE ALSO: SO_KILLABLE (hitag 80)
Damage amount done by ramming with an operational sector object. Not needed for running over actors, since this is done by default. This is usually used for ramming killable sector objects or other operational sector objects.
Marks a sector object as killable. Make sure the center sector of
the sector object has a sector lotag of 95. A sector object can be
killed either when it receives enough damage, set by SO_MAX_DAMAGE
(hitag 76), or when a match event occurs, set by
SO_MATCH_EVENT
(hitag 70). A killable sector object is actually completely
deleted by becoming part of the sector surrounding the sector object.
EXAMPLES: EE in EXAMPLE.MAP
A sector object with a SO_AUTO_TURRET ST1 will always turn to face
the player. Useful for a variety of effects, since it won't shoot the
player unless you give it a SHOOT_POINT
(hitag 62). A SHOOT_POINT
on an auto turret will only fire the machine gun ammo type. The
sector object center must have a sector hitag of 96 or 98 for this to
work properly.
EXAMPLES: EE in EXAMPLE.MAP
SEE ALSO: SO_AMOEBA (hitag 75),
SO_TORNADO (hitag 73)
Causes a sector to do damage to players and actors.
EXAMPLES: CD in EXAMPLE.MAP
Magic teleporter warps just about anything from one sector to
another. If TAG3 is "0", then a magic shimmering effect and sound
will occur. It is very important that the destination sector be at
least as large as the source sector, or the game may quit with an
error.
EXAMPLES: CD in EXAMPLE.MAP
SEE ALSO: WARP_CEILING_PLANE (hitag 85), WARP_FLOOR_PLANE (hitag 86),
WARP_COPY_SPRITE1 (hitag 87), WARP_COPY_SPRITE2 (hitag 88)
If the player's view (or a NPC Z coordinate) goes ABOVE the
Z position of this ST1 sprite then a warp to the Z coordinate of
the matching WARP_FLOOR_PLANE (hitag 86) will occur.
EXAMPLES: CE in EXAMPLE.MAP
SEE ALSO: WARP_TELEPORTER (hitag 84), WARP_FLOOR_PLANE (hitag 86),
WARP_COPY_SPRITE1 (hitag 87), WARP_COPY_SPRITE2 (hitag 88),
If the player's view (or a NPC Z coordinate) goes BELOW the
Z position of this ST1 sprite then a warp to the Z coordinate of the
matching WARP_CEILING_PLANE will occur.
EXAMPLES: CE in EXAMPLE.MAP
SEE ALSO: WARP_CEILING_PLANE (hitag 85), WARP_TELEPORTER (hitag 84),
WARP_COPY_SPRITE1 (hitag 87), WARP_COPY_SPRITE2 (hitag 88)
Any sprite that enters a sector marked with WARP_COPY_SPRITE1 will
cause a duplicate image to appear in the sector marked with a
WARP_COPY_SPRITE2 (hitag 88) with matching TAG2.
EXAMPLES: CE in EXAMPLE.MAP
SEE ALSO: WARP_CEILING_PLANE (hitag 85), WARP_FLOOR_PLANE (hitag 86),
WARP_TELEPORTER (hitag 84), WARP_COPY_SPRITE2 (hitag 88)
Any sprite that enters a sector marked with WARP_COPY_SPRITE2 will
cause a duplicate image to appear in the sector marked with a
WARP_COPY_SPRITE2 (hitag 87) with matching TAG2.
EXAMPLES: CE in EXAMPLE.MAP
SEE ALSO: WARP_CEILING_PLANE (hitag 85), WARP_FLOOR_PLANE (hitag 86),
WARP_COPY_SPRITE1 (hitag 87), WARP_TELEPORTER (hitag 84)
Global parallax ceiling and floor adjustment. Default is 500 pixels.
This affects how far past the actual surface height a sprite can
move in sectors with parallax ceilings and floors.
SEE ALSO: FLOOR_Z_ADJUST (hitag 98),
CEILING_Z_ADJUST (hitag 97),
SECT_SINK (hitag 0)
Elevators, stompers, doors, lifts and other tricks are collectively called
"vators." The "off" position is the position of the sector in BUILD, the "on"
position is the height of the ST1 sprite. Flip the ST1 sprite upside down
(by pressing "F" twice on it) to do a ceiling vator like a door or stomper.
Any vator can be locked by placing a
SECT_LOCK_DOOR (hitag 29) in the same
sector. Two SECT_VATOR sprites can be placed in a sector to operate the
ceiling and floor separately.
EXAMPLES: DB in EXAMPLE.MAP
SEE ALSO: SECT_ROTATOR (hitag 143),
SECT_SLIDOR (hitag 145),
SECT_SPIKE (hitag 106)
Allows the player and actors to 'sink' into the ceiling of a sector
by the amount in TAG2. The player view will probably be strange
unless the ceiling texture is a parallax sky.
EXAMPLES: $VOLCANO.MAP
SEE ALSO: PLAX_GLOB_Z_ADJUST (hitag 90),
FLOOR_Z_ADJUST (hitag 98),
SECT_SINK (hitag 0)
Allows the player and actors to sink into the floor of a sector
by the amount in TAG2.
EXAMPLES: AB and CE in EXAMPLE.MAP
SEE ALSO: PLAX_GLOB_Z_ADJUST (hitag 90),
CEILING_Z_ADJUST (hitag 97),
SECT_SINK (hitag 0)
Use this ST1 in any sector with a sloped floor and the slope angle
will be set to 0 when the scene is drawn. The sector will still act
like a slope for all movement purposes.
EXAMPLES: CE in EXAMPLE.MAP
This allows you to scale simple sector objects. "Hold" type maintains
the default scale. "Destination" moves either to the minimum or
maximum scaling size. "Random" is just that - the sector object
scales larger and smaller randomly. "Cycle" continuously scales from
min to max and back again. "Random point" is just like a SO_AMOEBA
(hitag 75), except that SO_SCALE_INFO gives you greater control over
its behavior.
EXAMPLES: EE in EXAMPLE.MAP, the amoeba in $SHRINE.MAP
SEE ALSO: SO_AMOEBA (hitag 75),
SO_SCALE_POINT_INFO (hitag 101)
SO_SCALE_POINT_INFO is used with a SO_SCALE_INFO (hitag 100) ST1 to
provide information about how the vertices should behave. TAG5 and
TAG6 are used to designate how far in and out the individual
vertices should move at the speed in TAG2. Be careful; when wall
points cross each other, strange and unpredictable sector behavior
can occur.
EXAMPLES: The amoeba in $SHRINE.MAP
SEE ALSO: SO_AMOEBA (hitag 75),
SO_SCALE_INFO (hitag 100)
Use in conjunction with SO_SCALE_INFO (hitag 100) and SO_SCALE_POINT_INFO (hitag 101). Try experimenting with this to see what kind of effects you can achieve.
This creates a dentable wall. Every time the wall vertex is shot with
an explosive weapon, it will move the distance in TAG13, up to TAG9
times. Place the ST1 sprite on TOP of the vertex to move. One vertex
will move. Every vertex is associated with two walls: the next wall
and the previous wall. If TAG5 or TAG6 are non-zero, then that wall
will take on the specified texture when the vertex is shot. If TAG7
or TAG8 are non-zero, then that wall will take on the new shade
value specified. This will work for sector object walls with one
limitation: you cannot tag the outside wall loop tagged with a 504 to
be moveable. NOTE: Changing the value of TAG13 will cause the ST1
sprite to move strangely in 3D editing mode. Don't worry. If 2D mode
says it's on the vertex, then it's on the vertex.
EXAMPLES: DA in EXAMPLE.MAP
SEE ALSO: SECT_WALL_MOVE_CANSEE (hitag 104),
SPAWN_SPOT (hitag 69),
SECT_EXPLODING_CEIL_FLOOR (hitag 57)
Placing sprites on wall points renders them somewhat unreliable for
certain engine routines. If there is a problem activating a
SECT_MOVE_WALL, set up one of these off of the wall point for the
engine to use for detection purposes. I have never needed to use
this.
EXAMPLES: DA in EXAMPLE.MAP
A "spike" is the term for a dynamic slope in Shadow Warrior. Useful
for tilting ramps and slides, or special ceiling effects like a
drill. A spike behaves pretty much like a vator, except instead of
the floor height moving to the ST1, the floor instead slopes to the
height of the ST1. Remember that slopes always hinge on the "first
wall" of a sector (set with Alt-F). To do a spike from the ceiling,
flip the ST1 sprite upside down (press "F" twice on the sprite in 3D
mode). "Off" position is the position of the sector, "on" position is
the height of the ST1 sprite. WARNING: Don't forget to put that -1
in TAG7! Shadow Warrior will usually crash if you forget to do this.
EXAMPLES: DC in EXAMPLE.MAP
SEE ALSO: SECT_ROTATOR (hitag 143),
SECT_SLIDOR (hitag 145),
SECT_VATOR (hitag 92),
SLIDE_SECTOR (hitag 135)
The sector will have the same palette as the LIGHTING sprite, even if
the light is turned off. All LIGHTING ST1's with the same match tags
will operate together.
WARNING: Every LIGHTING sprite tends to have its own independent rate
of fade or flicker. This means that if you a have a room comprised of
multiple sectors and you put a flickering LIGHTING ST1 in every
sector, they will all flicker at different rates and look really bad
even if their TAG2's match. If you want a room of uniform flickering
or fading, you need to place a single LIGHTING sprite in one sector
and use LIGHTING_DIFFUSE (hitag 109) in all the sectors you want to
share that lighting effect.
EXAMPLES: DD in EXAMPLE.MAP
SEE ALSO: LIGHTING_DIFFUSE (hitag 109)
Used with LIGHTING (hitag 108) to shade other sectors on a grade.
Also used to copy a lighting effect (flickering, fading, palette)
uniformly over multiple sectors. Though its difference from Duke
Nukem's lighting may at first seem confusing, this method is
actually more convenient. Once all the LIGHTING_DIFFUSE sprites are
in place, you can change the lighting effect for an entire group of
sectors just by changing the values of one sprite: the LIGHTING
(hitag 108) ST1.
EXAMPLES: DD in EXAMPLE.MAP
SEE ALSO: LIGHTING (hitag 108)
A matching VIEW_LEVEL sprite must be in both the upper and lower
sectors of any room-over-room areas where the player can look
through the ceiling or floor into the other area. Use VIEW_LEVEL1
in the lower areas. See ADVANCED.TXT for guidelines to building
room-over-room areas.
EXAMPLES: AC, AD, and FC in EXAMPLE.MAP
SEE ALSO: VIEW_LEVEL2 (hitag 111), VIEW_THRU_CEILING (hitag 120),
VIEW_THRU_FLOOR (hitag 121),
BOUND_FLOOR_BASE_OFFSET (hitag 202),
BOUND_FLOOR_OFFSET (hitag 203)
A matching VIEW_LEVEL sprite must be in both the upper and lower
sectors of any room-over-room areas where the player can look
through the ceiling or floor into the other area. Use VIEW_LEVEL2
in the upper areas. See ADVANCED.TXT for guidelines to building
room-over-room areas.
EXAMPLES: AB, AE, and FE in EXAMPLE.MAP
SEE ALSO: VIEW_LEVEL1 (hitag 110), VIEW_THRU_CEILING (hitag 120),
VIEW_THRU_FLOOR (hitag 121),
BOUND_FLOOR_BASE_OFFSET (hitag 202),
BOUND_FLOOR_OFFSET (hitag 203)
Use this in a sector with a floor mirror texture on the ceiling in
the lower half of a room-over-room area. The ST1 sprite must be in
the same relative location in the sector as the VIEW_THRU_FLOOR
(hitag 121) sprite in the upper sector. TAG2 will be the same as
all the VIEW_LEVEL sprites and the VIEW_THRU_FLOOR sprite. See
ADVANCED.TXT for guidelines to building room-over-room areas.
EXAMPLES: AC, AD, and FC in EXAMPLE.MAP
SEE ALSO: VIEW_LEVEL1 (hitag 110), VIEW_LEVEL2 (hitag 111),
VIEW_THRU_FLOOR (hitag 121),
BOUND_FLOOR_BASE_OFFSET (hitag 202),
BOUND_FLOOR_OFFSET (hitag 203)
Use this in a sector with a floor mirror texture on the floor in
the upper half of a room-over-room area. The ST1 sprite must be in
the same relative location in the sector as the VIEW_THRU_CEILING
(hitag 120) sprite in the lower sector. TAG2 will be the same as
all the VIEW_LEVEL sprites and the VIEW_THRU_CEILING sprite. See
ADVANCED.TXT for guidelines to building room-over-room areas.
EXAMPLES: AB, AE, and FE in EXAMPLE.MAP
SEE ALSO: VIEW_LEVEL1 (hitag 110), VIEW_THRU_CEILING (hitag 120),
VIEW_LEVEL2 (hitag 121),
BOUND_FLOOR_BASE_OFFSET (hitag 202),
BOUND_FLOOR_OFFSET (hitag 203)
Sprites and wall breaking info. There are 2 ways to use this:
1) As ST1 sprite info for breaking a sprite, or 2) As ST1 sprite info
for breaking a wall. NOTE: Can be re-used for many BREAKABLE_SPRITEs.
Example: All chairs that break could use a single ST1 132 to tell
them how to break as long as the same matching TAG2 is used.
When hitting a wall tagged with TAG_WALL_BREAK (307) the code will
look for a BREAKABLE_SPRITE ST1 with a matching tag and use this info
if found.
EXAMPLES: DE in EXAMPLE.MAP
Use this tagging on the actual sprite you want to break. TAG2 should
match the TAG2 of the BREAKABLE (hitag 132) ST1 that tells this
sprite how to break. NOTE: You don't actually need the ST1 132
if you just want to kill the sprite when its broken. Giving it a
hitag of 132 and setting BOOL1 is sufficient.
EXAMPLES: DE in EXAMPLE.MAP
This is used to shake the player's view as though an earthquake were
happening.
EXAMPLES: DE in EXAMPLE.MAP
SOUND_SPOT will play the sound specified in TAG4 when the
match tag in TAG2 is triggered. SOUND_SPOT can also be
triggered by operating a vator, spike, sliding door, or
rotating door with the same match tag. Sound numbers can be
obtained from the digital sound index in SWSOUNDS.TXT. Don't
confuse these with ambient sounds, which are used with the
AMBIENT_SOUND (hitag 1002) ST1. If SOUND_SPOT is placed in a
sector object operational sector, the 1st sound (TAG4) will
be the 'idle' sound. The 2nd sound (TAG5) will be the 'drive'
sound. IMPORTANT: The match tag (TAG2) will still need to be
a unique value even though the mapper never sets up a trigger
for it. If you do not use a unique value then other
SOUND_SPOTs with the match value will do the same sound
processing. This could be used as a feature - drive something
and something else on the level makes a noise. Note that you
can specify 3 different sounds. Some things like vators can
have more than one sound attached for different operations
such as moving to the ON and OFF positions. Most of the time
only the 1st sound (TAG4) will be used.
EXAMPLES: DB, DC, DD, and others in EXAMPLE.MAP
SEE ALSO: AMBIENT_SOUND
(hitag 1002),
STOP_SOUND_SPOT (hitag 150)
Tag a sloped sector with this and it will cause the player to
slide in the direction of the slope. Actors are not affected. The
steeper the slope, and the lower the TAG2 value, the faster the
slide. Lo Wang will slide even if he is in the air over the sector.
Use with SECT_SPIKE (hitag 106)
to create a variable speed slide.
EXAMPLES: DF in EXAMPLE.MAP
This is primarily used to give a floor or ceiling texture to the
floor mirror in room-over-room areas. This is used in Shadow Warrior
to create the translucent water, the reflective floors, and the
masked grating in $VOLCANO.MAP. A sloped floor cannot have a masked
or translucent texture. Use with FLOOR_Z_ADJUST (hitag 98) to keep
the player from falling through into the lower area. Actors can
stand on it too, but will usually fall through when they are killed.
EXAMPLES: AB and AD in EXAMPLE.MAP
SEE ALSO: FLOOR_Z_ADJUST (hitag 98)
TRIGGER_SECTOR is only used for two things: driving remote controlled
operational sector objects, and triggering LAVA_ERUPT ST1's. BOOL1
on the LAVA_ERUPT (hitag 56) sprite must be set to BOOL1 for this
trigger to work.
EXAMPLES: BF and EF in EXAMPLE.MAP
SEE ALSO: SECT_OPERATIONAL (hitag 1),
LAVA_ERUPT (hitag 56)
Place a DELETE_SPRITE ST1 at the same x, y location as another
sprite. When the TAG2 match is triggered, the sprites at the same
x, y will be deleted. Works on most sprites but not all. Some that
can be deleted include decoration sprites, vator ST1's, spike ST1's,
and room-over-room view sprites.
EXAMPLES: DF in EXAMPLE.MAP
SEE ALSO: BREAKABLE (hitag 132)
SECT_ROTATOR is used primarily to create rotating (swinging) doors,
although it has many other potential uses. Any number of red
sector walls of any shape can be rotated simultaneously around a
single pivot point, defined by SECT_ROTATOR_PIVOT (hitag 144).
EXAMPLES: EA in EXAMPLE.MAP
SEE ALSO: SECT_ROTATOR_PIVOT (hitag 144),
SECT_VATOR (hitag 92),
SECT_SPIKE (hitag 106),
SECT_SLIDOR (hitag 145).
The CLOSEST SECT_ROTATOR (hitag 143) with same matching TAG2 will
rotate about this sprite.
EXAMPLES: EA in EXAMPLE.MAP
SEE ALSO: SECT_ROTATOR (hitag 143)
Use SECT_SLIDOR to create sliding or split doors. Several different
types can be built, both with red walls and with white walls.
Look to the game maps for various examples. IMPORTANT: The walls
that form the edges of the door must be tagged properly in order for
the slidor to work. If, in 2D mode, the door slides to the left, tag
the wall TAG_WALL_SLIDOR_LEFT (walltag 220), if it slides to the
right, tag the wall TAG_WALL_SLIDOR_RIGHT (walltag 221), if it slides
upwards, tag it TAG_WALL_SLIDOR_TOP (walltag 222), and if it slides
downwards, tag it TAG_WALL_SLIDOR_BOTTOM (walltag 223).
EXAMPLES: EA in EXAMPLE.MAP
SEE ALSO: SECT_ROTATOR (hitag 143),
SECT_VATOR (hitag 92),
SECT_SPIKE (hitag 106)
Change attibutes of sector when match code is called. Can be used
to create breakable floor or ceiling textures, or other special
effects. Most commonly used for shootable lights.
EXAMPLES: EB in EXAMPLE.MAP
SEE ALSO: SECT_COPY_DEST>/a> (hitag 58),
SECT_COPY_SOURCE (hitag 59)
This ST1 provides some additional control over the behavior of driveable sector objects. It allows speed and angle velocities to be scaled, and adds momentum with TAG3 and TAG7 to make the driving a little more realistic. Must be placed in the center tagged sector of the sector object. EXAMPLES: EF in EXAMPLES.MAP SEE ALSO: SECT_OPERATIONAL (hitag 1), SECT_SO_DONT_ROTATE (hitag 45), SO_LIMIT_TURN (hitag 68), SO_TURN_SPEED (hitag 55)
Point this at a wall, and nothing will stick to that wall. This keeps
bullet holes, blood, sticky bombs, and so forth from landing on the
wall.
EXAMPLES: BB in EXAMPLE.MAP
This is used to spawn an item when the TAG2 match is triggered.
Used for placing items in trash cans, dropping items from the sky,
and any number of cool uses. Flag the ST1 as a Multiplayer only
item (F8 menu, option 2), and the item will only spawn during a
WangBang game.
EXAMPLES: EB in EXAMPLE.MAP
SEE ALSO: SPAWN_SPOT (hitag 69)
Use this to stop a looping sound when TAG2 is triggered. TAG5 is the
TAG2 match tag of the SOUND_SPOT (hitag 134) to be stopped.
EXAMPLES: EB in EXAMPLE.MAP
SEE ALSO: SOUND_SPOT (hitag 134)
All areas with this tag in them set up a new BASE OFFSET to move other areas to. TAG2 is the order in which they are processed. Consider this to be the "anchor" to which BOUND_FLOOR_OFFSET (hitag 203) areas are moved. EXAMPLES: AB, AC, FB, and FC in EXAMPLE.MAP SEE ALSO: BOUND_FLOOR_OFFSET (hitag 203), VIEW_LEVEL1 (hitag 110), VIEW_LEVEL2 (hitag 111)
All bound areas with this tag in them are moved to the last
BOUND_FLOOR_BASE_OFFSET sprite. "Bound" areas means all sectors
that are either directly or indirectly attached to the sector
with BOUND_FLOOR_OFFSET in it. This allows you to build stacked
sectors separately and let Shadow Warrior overlap them for you.
Useful mainly for room-over-room and special dive sector cases.
If a sector object is part of a bound floor group, it can have
a matching 504 wall loop in the bound floor base group, which
will move and behave exactly like the sector object. This is
incredibly useful for a variety of effects, like the bottom of a
boat in the underwater sector stays with the boat in the upper
sector, and so on.
EXAMPLES: AD, AE, FE, and FF in EXAMPLE.MAP
SEE ALSO: BOUND_FLOOR_BASE_OFFSET (hitag 202),
VIEW_LEVEL1 (hitag 110),
VIEW_LEVEL2 (hitag 111)
Bounding sprites for sector objects. Every sector object needs
bounding sprites, one in the upper left corner (BOUND_SO_UPPER)
and one in the lower right corner (BOUND_SO_LOWER). These two
sprites form the opposing points of an imaginary rectangle that
must encompass the entire sector object, plus any sprites you
want to move with it (like a gun barrel.) You are allowed to
have a maximum of 20 sector objects in a level. The
BOUND_SO_UPPER sprite hitag of a sector object is calculated as
500 + (5 * sector object #). The BOUND_SO_LOWER sprite hitag of
a sector object is calculated as 501 + (5 * sector object #).
So, sector object 0 uses BOUND_SO_UPPER 500 and BOUND_SO_LOWER
501. Sector object 1 uses BOUND_SO_UPPER 505 and BOUND_SO_LOWER
506. This goes up in increments of 5 all the way to sector
object 19, which uses BOUND_SO_UPPER 595 and BOUND_SO_LOWER 596.
EXAMPLES: EC, ED, EE, EF, FA, FB, and FC in EXAMPLE.MAP
The camera's view can be displayed in a monitor built using a mirror.
Tag the mirror wall with lotag 306 and a hitag equal to the
MIRROR_CAM TAG2 match tag. NOTE: Mirrors MUST be built using one way
walls, not masked walls or they won't operate. A TV monitor requires
a TV monitor sprite (picnums 3830-3837) with a hitag equal to the
MIRROR_CAM TAG2 match tag. The TV monitor sprite must be placed in
front of a mirror.
EXAMPLES: GB and GC in EXAMPLE.MAP
Plays an ambient sound. Look at the ambient sound index in
SWSOUNDS.TXT to find the ambient sound number you want.
EXAMPLES: EC and ED in EXAMPLE.MAP
SEE ALSO: SOUND_SPOT (hitag 134)
Causes all sounds in the area around the ECHO_SPOT to reverb by the
amount set in TAG2. Note that there is no reverb available when
using a Soundscape.
EXAMPLES: $YAMATO.MAP, plus many other game maps
Used to create a dripping or bubbling spot. The Z height of the ST1
is important, because that's the height where the drip or bubble will
spawn.
EXAMPLES: AA in EXAMPLE.MAP
2. The Shadow Warrior Track Sprite
Tracks are a powerful feature of Shadow Warrior. Similar to the "Locators" in Duke Nukem 3D, tracks are a series of sprites which determine the path certain game objects can follow. Sector objects, sprite objects, and some actors can follow tracks.
You can find the track sprites in the tileset starting at tile 1900 and proceeding all the way up to tile 1999. They are blue numbers counting up from 0 to 99. A single track uses one of these tiles, (i.e. track #0 only uses tile 1900), so this means you can have up to 100 different tracks in a single level. In 2D mode, the sprite will have a sign that reads "T0", "T1", or whatever depending on which track # it is.
Build a track by placing track sprites all along the route you want an object to take. All of the track sprites in a single track use the same tile (i.e. the sprites for track #0 will all use tile 1900). When an object follows a track, it will move in a straight line from one track sprite to the next, then change direction and move in a straight line to the next track sprite. It will do this around the entire track until it reaches the end, then it will head in a straight line back to the start and begin the process all over again. All tracks must loop like this, and a track can never cross its own path.
Track sprites only make use of their hitag and lotag. Not all track sprites need a lotag, if you want the object to travel to that point, but don't want to alter its behavior.
The track sprite's lotag is its "tracktag." It identifies what kind of behavior should occur at that point when an object reaches it while following the track. Different tracktag values allow for changing speeds, bobbing, firing, waiting, and much more.
The hitag is used to give additional information for those tracktags that need it. For instance, TRACK_SET_SPEED (tracktag 702) uses its hightag as the actual speed value.
Some tracktags only work for sector object, while others only work for actors. Most tracktags work for both sector objects and actors.
2.4.1 Sector and sprite objects
To make a sector object (or a sector object tagged as a sprite object) follow a track, just set the sector hitag of the center sector to the number of the track. So if you've got a track #5 in your level, you can make a sector object follow that track by setting the center sector hitag to 5.
Some actors will follow a track, with varying degrees of success. To make an actor follow a track, give the actor sprite a lotag of 30000 + the track number. So to make a green guardian follow track #10, you would give him a lotag of 30010. Angle the actor to the right to make him move in the forward direction (from start to end) or angle the actor to the left to make him move in the backward direction (from end to start.)
2.5 Tracktag function reference:
Examples of most of these can be found throughout Shadow Warrior. A few simple tracktags are also demonstrated in EXAMPLE.MAP.
Every track needs a TRACK_START and a TRACK_END (tracktag 701). This is the first sprite on a track, and it marks the beginning.
Every track needs a TRACK_START (tracktag 700) and a TRACK_END. This is the last sprite on a track. When an object encounters this, it loops back to the TRACK_START.
Set the target speed at this point. Setting the hitag to 0 is a good way to make sure the object stops moving once it reaches this point. (See the boat in $WHIRL.MAP)
Object will pause at this point on the track for the number of seconds in the hitag.
Reverses the object's direction. It will now travel along the track in the opposite direction. Causes some tags to have an opposite effect (e.g. tracktags 705 and 706)
Target speed will increase by the amount in the hitag.
Target speed will decrease by the amount in the hitag.
The rate at which the actual speed approaches the target speed.
Moves the floor of the object up by the number of pixels in the hitag.
Moves the floor of the object down by the number of pixels in the hitag.
Sets the rate at which TRACK_ZUP/TRACK_ZDOWN moves. Defaults to 256.
Special mode where the object looks at the Z-height of the next track point and moves up or down to achieve the destination. In the hitag is a negative delta Z from the placement of the track sprites Z value.
Object spins clockwise as it goes along its track.
Object stops spinning. It will then point in the direction indicated by the hitag.
Causes a sector object to start bobbing up and down like a cork.
Sets the speed at which a sector object will bob.
The sector object will stop bobbing.
Object spins counter-clockwise as it goes along its track.
Start sector object sinking to ST1 SECT_SO_SINK_DEST (hitag 33). Will sink at the speed in the hitag. Look at the boat in $WHIRL.MAP for an example.
Will cause a sector object to lower the sectors tagged with SECT_SO_FORM_WHIRLPOOL (hitag 37) ST1. Look at the boat in $WHIRL.MAP for an example.
Move sprite objects (not sector objects) straight up or down in the Z direction to the next point's Z height then continue along the track.
Object will wait at this point on the track for a trigger or switch to be activated. Most types of triggers and switches with the same match tag can be used to free the sector object to continue. Look at the moving crane in $SEABASE.MAP for an example.
When the object or actor reaches this point, it will trigger everything with this match tag.
When the object or actor reaches this point, it will trigger everything with this match tag once, and never again.
Causes an actor to stop for the number of seconds in the hitag.
Reverses the actor's direction. It will now travel along the track in the opposite direction. Note that tracktags 753 and 754 will have the opposite effect when traveling the reverse direction
The actor's target speed will increase by the amount in the hitag.
The actor's target speed will decrease by the amount in the hitag.
The rate at which the actor's actual speed approaches the target speed.
Actor will jump. Only works with actors who can jump, like evil ninjas, rippers, and bunnies.
Causes an actor to crawl. Only works with evil ninjas.
An actor will do his close range attack, like the sword attack in the case of the green guardian.
An actor will do his long range attack, like shooting fireballs in the case of the green guardian.
Point the track sprite angle in the direction of the operable sector, wall, or switch. Actor will operate the switch, door, or whatever, just like a player pressing SPACEBAR. May only work in certain cases.
The track sprite angle must be facing the ladder. Only evil ninjas can climb ladders.
The actor will wait for the player to come into range before moving from this point. Look at the rabbit on the mountain in $SHRINE.MAP for an example of this.
Use a sprite with picnum 800 to place a hornet in your map.
This sprite also comes in voxel (3D sprite) format. This actor is functionally the same as an "Accursed Head." A betty can be tagged to produce different effects. Set the HITAG to these values for the following effects:
3.1.3 Accursed Head (picnum 820)
These are functionally the same as a bouncing betty and can be tagged similarly. (see above)
If you set the sprite's palette to 16, he will be a "mini-boss," which is smaller and less powerful.
If you set the sprite's palette to 16, he will be a "mini-boss," which is smaller and less powerful.
Use a sprite with picnum 1400 to place a coolie in your map.
Use a sprite with picnum 1441 to place a coolie ghost in your map.
Use a sprite with picnum 1469 to place a guardian in your map.
If you set the sprite's palette to 7, he will become a big boss ripper.
Use a sprite with picnum 3780 to place a fish in your map.
You can set the palette on an Evil Ninja to make him fire different kinds of weaponry.
This type of ninja stays crouched except to fire at the player. This is great for ducking behind crates and whatnot. His palette can be set just like the regular evil ninja, and he will take on the toughness of that color, but he won't fire the heavy weaponry.
If you set the sprite's palette to 7, he will become a big boss ripper.
Bunnies come in three flavors. Set their palette to define which kind the actor is. You can also scale a bunny down to make it younger. It will grow into an adult before mating.
Use a sprite with picnum 5162 to place a female warrior in your map.
Use a sprite with picnum 5426 to place a Zilla boss in your map. There is no mini-boss version of Zilla.
Give an actor a hitag of 1008 and it will be part of a group mentality. If the actor has a lotag of 1, it will be a follower, while if it has a lotag of 2, it will be a leader. Followers will hover around the nearest leader unless the player is within range. This works especially well with rippers and fish.
Give any actor TAG_SPAWN_ACTOR (lotag 203), and it will not appear in the map immediately when you start out. The hitag of the actor is a match tag. When that match tag is triggered, with a floor trigger or a switch or whatever, the actor will be magically teleported in.
3.2 Cracks (TAG_SPRITE_HIT_MATCH):
Any sprite in the game can be given a lotag of 257 and it will then become a TAG_SPRITE_HIT_MATCH. This means that when the sprite is shot by the player, it will trigger any event matched to the hitag of the TAG_SPRITE_HIT_MATCH sprite. By default, the sprite will be invisible, unless it uses picnum 80, in which case it will be visible. Picnum 188 is another crack sprite, designed to be usable on ceilings or floors, but it will still be invisible by default. Here's the info:
EXAMPLES: Rooms CA and EB in EXAMPLE.MAP.
3.3 Switches: (picnums 551 - 584)
Any sprite can be tagged as a switch, but it will only animate if it's using one of the picnums (551-584). There are several different switch tags, used to activate different types of events. A switch sprite's lotag identifies what kind of switch it is, while its hitag is a match tag to the event you wish to trigger. In most cases a switch will not make a sound. You must place a SOUND_SPOT (hitag 134) ST1 nearby with a TAG2 that matches the switch's hitag. I recommend sound #201 for most switches. Here is a list of the different switch lotags you can use:
This switch is used to activate vators, spikes, rotators, and slidors - basically any kind of door. This is the best switch to use with a door because multiple switches with the same match will animate, and the switch pays attention to auto-closing doors, doors that have a player holding them open, etc. etc. When placing the switch in the BUILD editor, be sure to use the frame that matches the door's starting position. For instance, if BOOL1 is set to "1" on a vator, be sure to use the second frame of a switch, because that door considers itself to be "on." Otherwise, the switch might not animate the first time you operate it.
This switch can only be used to activate LIGHTING (hitag 108) ST1's, but there's no real good reason to do this, since a TAG_SWITCH_EVERYTHING (lotag 211) will work just as well. It's only included here because you'll find it in several Shadow Warrior maps.
This switch is the one you will use most often, because it can trigger any event in the game.
This is the same as TAG_SWITCH_EVERYTHING (lotag 211) in that it can be used to trigger any event, but this switch can only be activated once, and never again.
Every COMBO switch in the level with the same hitag must be in the state specified by their TAG3 before the event will be triggered. This switch can trigger any event. COMBO switches make sound automatically, without a SOUND_SPOT (hitag 134) ST1.
Every COMBO switch in the level with the same hitag must be in the state specified by their TAG3 before the event will be triggered. This switch can trigger any event. COMBO switches make sound automatically, without a SOUND_SPOT (hitag 134) ST1. Once the combo is properly triggered, it can never be triggered again.
This switch can only be used to spawn actors with a lotag of 203. The actors and the switch must have the same hitag.
Operating this switch causes a sector object to rotate smoothly clockwise 90 degrees. We never found a place to use this in Shadow Warrior, but it's a pretty cool feature nevertheless. This switch has an automatic sound associated with it, and is demonstrated in EXAMPLE.MAP, room FD.
Switch tile 577 is unique, because it can be shot by the player to activate and deactivate. Don't match this switch to a locked door, though, because the door can be activated by shooting the switch, despite its locked status.
An exit switch causes the level to end when the player operates it, and the bonus or frag screen is displayed. Any switch can be tagged as an exit switch, but tile 2470 is the graphic that Shadow Warrior usually uses. An exit switch must have a lotag of 116. The hitag specifies which level to go to next, but this only works if the map has the same filename as one of the official Shadow Warrior game maps. For a standard external map, a hitag of 0 will suffice.
These are the keys used to unlock doors (ignore the little dog sprites.) You can mix and match key types in a level, but be aware that some keys will overwrite the others in the status bar when the player picks it up. A gold master key will overwrite a red keycard, a silver master key will overwrite a blue keycard, a bronze master key will overwrite a green keycard, and a red master key will overwrite a yellow keycard.
These are the sprites the player operates to unlock a door with a key. Always set the lotag to 29. Set the hitag equal to the lotag of the SECT_LOCK_DOOR (hitag 29) ST1. The BUILD editor will automatically set the palette of the keyhole when you re-enter 3D mode from 2D mode. Use the correct style of keyhole to match the desired key.
3.5 TV Monitors: (picnums 3830 - 3837)
These sprites are used in conjunction with mirrors and
MIRROR_CAM (hitag 1000) ST1.
Rotate the monitor sprite flat and place it in front of the
mirror, facing out away from the wall. Give it a hitag equal to TAG2 of the
MIRROR_CAM. This is only necessary for TV monitors, not for magic monitors.
See EXAMPLE.MAP for a demonstration of how to build this.
3.6 QuickJump and QuickJumpDown
This is a special sector effector. When an actor steps on the QJ sprite, he will jump in the direction the sprite is pointing. This is a good way to get actors to jump up onto ledges, and it looks pretty cool. Only jumping actors (ninjas, bunnies, and rippers) are affected by this.
This is another special sector effector, similar to QuickJump. When an actor steps on the QJD sprite, he will jump down off a ledge in the direction the sprite is pointing. Make ninjas leap down on the player from high ledges. Only jumping actors (ninjas, bunnies, and rippers) are affected by this.
Gratings can be tagged so the player can operate them by pressing the SPACEBAR on them. Point the grating sprite in the direction you want it to move. The lotag must be 200. The hitag is the distance the sprite will move, 1024 is a good distance. This feature may have other applications.
3.8 DeathFlag(tm) Capture tho Flag
Shadow Warrior has a pretty cool Capture the Flag facility that we didn't really take advantage of in the game.
A level can have multiple flags of any type or color, allowing for a variety of possibilities, including up to eight teams. NOTE: A flag will automatically tag the sector it's in with a sector hitag 9000, and a sector lotag equal to the flag's palette. You can create a scoring sector anywhere in the map in addition to the flag's sector just by using these tags.