Number of downloads: 272
Updated June 22 2016: Added most interactive in-game sprites, plus Polymer light se's 49&50
help.zip (10.39K)
Number of downloads: 137
To install, simply extract the zip into the folder with mapster32.exe, or copy the code from the spoiler.
Spoiler
// definequote 0 - 1000 *reserved for pre-existing quotes* // like these two definequote 300 PRESS D TO DISABLE TIPS definequote 301 PRESS D TO ENABLE TIPS // sector effector sprite lotags // starting quotenum = (lotag + 110) * 10 // ten lines per message definequote 1100 LOTAG 0 = ROTATED SECTOR definequote 1101 HITAG = TO HITAG OF SE 1 definequote 1102 PIVOT POINT SPRITE definequote 1103 USE A GPSPEED SPRITE WITH LOTAG TO definequote 1104 SET SPEED (DEFAULT 256) definequote 1105 ANGLE DOWN OR SOUTH IN 2D MODE = definequote 1106 ROTATE SECTOR AROUND SE 1 (RECOMMENDED) definequote 1107 ANGLE UP OR NORTH IN 2D MODE = definequote 1108 ROTATE SECTOR AND SE 0 definequote 1109 AROUND SE 1 definequote 1110 LOTAG 1 = PIVOT POINT FOR SE 0 definequote 1111 HITAG = SET EQUAL TO HITAG OF ALL definequote 1112 SE 0 USING THIS PIVOT POINT definequote 1113 definequote 1114 ANGLE DOWN OR SOUTH IN 2D MODE = definequote 1115 ROTATE CLOCKWISE definequote 1116 ANGLE UP OR NORTH IN 2D MODE = definequote 1117 ROTATE ANTICLOCKWISE definequote 1118 definequote 1119 definequote 1120 LOTAG 2 = EARTHQUAKE definequote 1121 ANGLE = DIRECTION OF SECTOR SHIFT definequote 1122 DURING THE EARTHQUAKE SHAKING definequote 1123 MUST ACTIVATE WITH A MASTERSWITCH definequote 1124 definequote 1125 IF SECTOR IS SLOPED IT WILL BE FLAT definequote 1126 UNTIL TRIGGERED THEN IT WILL SLOPE definequote 1127 USE WITH SE 33 TO SPAWN DEBRIS DURING definequote 1128 THE EARTHQUAKE definequote 1129 "INACTIVE" SPRITES WILL KEEP ON SHAKING definequote 1130 LOTAG 3 = RANDOM LIGHTS AFTER SHOT OUT definequote 1131 HITAG = TO WALL LOTAG OR SECTOR HITAG definequote 1132 WITH BREAKABLE LIGHT TEXTURE definequote 1133 SHADE = SET SE SHADE TO WHEN LIGHT IS ON definequote 1134 SET SECTOR SHADE TO WHEN LIGHT IS OFF definequote 1135 FLICKERING LIGHT PALETTES ARE SWAPPED definequote 1136 SET SE PALETTE TO WHEN LIGHT IS OFF definequote 1137 SET SECTOR PALETTE TO WHEN LIGHT IS ON definequote 1138 CAN BE USED WITH SE 12 (LIGHT SWITCH) definequote 1139 UNTIL THE LIGHTS ARE DAMAGED definequote 1140 LOTAG 4 = RANDOM LIGHTS definequote 1141 HITAG = RANDOMFLASHNUMBER definequote 1142 MAKE RANDOMFLASHNUMBER UNIQUE definequote 1143 FOR SEPARATE LIGHTS definequote 1144 SHADE = SET SE SHADE TO WHEN LIGHT IS ON definequote 1145 SET SECTOR SHADE TO WHEN LIGHT IS OFF definequote 1146 FLICKERING LIGHT PALETTES ARE SWAPPED definequote 1147 SET SE PALETTE TO WHEN LIGHT IS OFF definequote 1148 SET SECTOR PALETTE TO WHEN LIGHT IS ON definequote 1149 definequote 1150 LOTAG 5 = *RESERVED* definequote 1151 SOME UNFINISHED HOMING TURRET definequote 1152 PLACE LOTAGS IN A SECTOR WITH THIS SE definequote 1153 IT WILL TRY TO STAY CLOSE TO THE PLAYER definequote 1154 AND FIRE HARMLESS MISSLE SHOTS definequote 1155 definequote 1156 REFERRED TO AS A "BOSS CREATURE" IN THE SOURCE CODE definequote 1157 definequote 1158 definequote 1159 definequote 1160 LOTAG 6 = SUBWAY ENGINE definequote 1161 MOVES ALONG A TRACK OF LOCATOR SPRITES definequote 1162 CAN BE USED WITH SE 14 FOR MULTIPLE SUBWAY CARS definequote 1163 HITAG = TO FIRST LOCATOR LOTAG TO VISIT definequote 1164 SECTOR HITAG = ENGINE NUMBER. SECTORS WITHIN definequote 1165 THE VEHICLE SECTOR MUST HAVE SAME HITAG definequote 1166 ANGLE = SET TO INDICATE THE FRONT OF THE VEHICLE definequote 1167 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED definequote 1168 IF A LOCATOR HAS A HITAG OF 1, THE ENGINE AND definequote 1169 CARS WILL PAUSE AT THAT LOCATOR FOR 5 SECONDS definequote 1170 LOTAG 7 = TELEPORTER/WATER definequote 1171 HITAG = TO HITAG OF ONE OTHER SE 7 (OR SE 23) definequote 1172 AS TRANSPORTER DESTINATION definequote 1173 SECTOR LOTAG = 0 TELEPORTER OR 1 ABOVE-WATER definequote 1174 OR 2 BELOW-WATER definequote 1175 ANGLE = DIRECTION PLAYER WILL FACE EXITING definequote 1176 PALETTE = 0 STANDARD OR definequote 1177 PALETTE >0 WON'T PLAY SFX OR FLASH definequote 1178 SILENT TELEPORTERS, RISE SE UP OFF THE FLOOR definequote 1179 ONE WAY DESTINATION ONLY, SINK SE INTO FLOOR definequote 1180 LOTAG 8 = OPEN DOOR ROOM LIGHTS definequote 1181 LIGHT UP A ROOM WHEN A DOOR IS OPENED definequote 1182 HITAG = TO ALL OTHER SE 8 USED TOGETHER definequote 1183 SHADE = SET SE SHADE TO WHEN LIGHT IS ON definequote 1184 SET SECTOR SHADE TO WHEN LIGHT IS OFF definequote 1185 AN SE 8 WITH EQUAL HITAG MUST BE IN THE DOOR definequote 1186 SECTOR LOTAG = ANY DOOR WHICH RAISES THE definequote 1187 CEILING (SUCH AS SECTOR LOTAG 20) definequote 1188 MAY WORK WITH OTHER SE'S (31,32,ETC) definequote 1189 USE MUSICANDSFX SPRITE FOR SOUND definequote 1190 LOTAG 9 = CLOSE DOOR ROOM LIGHTS definequote 1191 LIGHT UP A ROOM WHEN A DOOR IS CLOSED definequote 1192 HITAG = TO ALL OTHER SE 9 USED TOGETHER definequote 1193 SHADE = SET SE SHADE TO WHEN LIGHT IS ON definequote 1194 SET SECTOR SHADE TO WHEN LIGHT IS OFF definequote 1195 AN SE 9 WITH EQUAL HITAG MUST BE IN THE DOOR definequote 1196 SECTOR LOTAG = ANY DOOR WHICH RAISES THE definequote 1197 CEILING (SUCH AS SECTOR LOTAG 20) definequote 1198 MAY WORK WITH OTHER SE'S (31,32,ETC) definequote 1199 USE MUSICANDSFX SPRITE FOR SOUND definequote 1200 LOTAG 10 = DOOR AUTO-CLOSE definequote 1201 HITAG = DELAY definequote 1202 HITAG 30 ~= 1 SECOND definequote 1203 SECTOR LOTAG = ANY DOOR EXCEPT SLIDING definequote 1204 DOORS ST 25 AND STAR TREK DOORS ST 9 OR 26 definequote 1205 THEY WILL OPEN AND CLOSE AUTOMATICALLY FOREVER definequote 1206 TRIGGERS ACTIVATOR SPRITES IN SECTOR, AFTER DELAY definequote 1207 MANY EFFECTS ARE TIMED WITH THESE DOORS definequote 1208 COMPATABLE WITH MANY OTHER SE'S definequote 1209 definequote 1210 LOTAG 11 = SWINGING DOOR HINGE definequote 1211 PIVOT POINT OF SECTOR LOTAG 23 SWING DOOR definequote 1212 ROTATES 90 DEGREES TO OPEN definequote 1213 HITAG = TO ANY OTHER SE 11 TO ACTIVATE TOGETHER definequote 1214 USE A UNIQUE HITAG (NOT 0) definequote 1215 ANGLE DOWN OR SOUTH IN 2D MODE = definequote 1216 ROTATE CLOCKWISE definequote 1217 ANGLE UP OR NORTH IN 2D MODE = definequote 1218 ROTATE ANTICLOCKWISE definequote 1219 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED definequote 1220 LOTAG 12 = LIGHT SWITCH definequote 1221 HITAG = TO ALL OTHER SE 12 USED TOGETHER AND definequote 1222 THE LOTAG OF THE SWITCH USED TO ACTIVATE EFFECT definequote 1223 SHADE = SET SE SHADE TO WHEN LIGHT IS ON definequote 1224 SET SECTOR SHADE TO WHEN LIGHT IS OFF definequote 1225 PALETTE = TO WHEN LIGHT IS ON. SECTOR PALETTE definequote 1226 EQUAL TO WHEN LIGHT IS OFF. ONLY TOGGLES ONCE. definequote 1227 THE SWITCH'S START MAKES THE LIGHT START ON OR OFF definequote 1228 IF A BREAKABLE LIGHT TEXTURE IS USED ON THE CEILING definequote 1229 THE LIGHTS WILL BE DISABLED IF THEY ARE DAMAGED definequote 1230 LOTAG 13 = EXPLOSION definequote 1231 HITAG = TO CRACK, FIREEXT, SEENINE OR OOZFILTER definequote 1232 EXPLODABLE SPRITES TO BE ACTIVATED definequote 1233 ANGLE UP OR NORTH IN 2D MODE = definequote 1234 CEILING AND FLOOR COME TOGETHER AT PRE-MAP definequote 1235 ANGLE DOWN OR SOUTH IN 2D MODE = definequote 1236 CEILING OR FLOOR MATCHES HEIGHT WITH THE SE definequote 1237 DEPENDING ON WHICH IS CLOSEST definequote 1238 MULTIPLE SE 13 HI-TAGS CAN BE LINKED definequote 1239 SEE EXPLODABLE SPRITES FOR MORE INFO definequote 1240 LOTAG 14 = SUBWAY CAR (CABOOSE) definequote 1241 HITAG = TO SE 6 HI-TAG (SUBWAY ENGINE) definequote 1242 ANGLE = SET TO INDICATE THE FRONT OF THE VEHICLE definequote 1243 IF A GPSPEED SPRITE IS USED IN THE SUBWAY ENGINE definequote 1244 THE TRAILING CARS WILL RUN AT THE SAME SPEED definequote 1245 ITS RECOMMENDED TO USE AT LEAST ONE PAUSE definequote 1246 ON A SUBWAY WITH TRAILING CARS definequote 1247 VEHICLES CANNOT MOVE UP OR DOWN SLOPES definequote 1248 THE TRACK CANNOT BE SPLIT INTO MULTIPLE SECTORS definequote 1249 CHECK THE ORIGINAL MAPS FOR EXAMPLES definequote 1250 LOTAG 15 = SLIDING DOOR definequote 1251 A DOOR WHICH SLIDES INTO THE WALL WHEN OPENED definequote 1252 HITAG = TO OTHER DOORS TO BE OPENED TOGETHER definequote 1253 USE A UNIQUE HITAG (NOT 0) definequote 1254 SECTOR LOTAG = 25 definequote 1255 definequote 1256 ANGLE = DIRECTION THAT DOOR CLOSES definequote 1257 definequote 1258 GPSPEED SPRITE LOTAG SETS DISTANCE TO OPEN definequote 1259 512 = LARGEST GRID SQUARE, 256 = DEFAULT definequote 1260 LOTAG 16 = *RESERVED* (ROTATE REACTOR SECTOR) definequote 1261 THE SECTOR WILL BE SKEWED VERY SLIGHTLY AND definequote 1262 THE CEILING RAISES OR LOWERS A SMALL AMOUNT definequote 1263 definequote 1264 REFERRED TO AS "THAT ROTATING BLOCKER definequote 1265 REACTOR THING" IN THE SOURCE CODE definequote 1266 definequote 1267 definequote 1268 definequote 1269 definequote 1270 LOTAG 17 = TRANSPORT ELEVATOR definequote 1271 HITAG = TO ONE OTHER SE 17 AS DESTINATION definequote 1272 SECTOR LOTAG = 15 definequote 1273 SECTOR HITAG = 0 BOTTOM FLOOR OR 1 TOP FLOOR definequote 1274 SHADE = SET TO 17 OR DARKER FOR STARTNG FLOOR definequote 1275 LEAVE OTHER SE 17 SHADE AT 0 definequote 1276 BOTH FLOORS MUST BE BUILT AT PROPER HEIGHT DIFFERENCES definequote 1277 BOTH ELEVATORS MUST BE EXACTLY THE SAME SIZE AND SHAPE definequote 1278 BOTH SE 17 MUST BE IN THE EXACT SAME POSITION IN EACH ELEVATOR definequote 1279 SFX ARE AUTOMATIC. A MUSICANDSFX SPRITE WILL NOT WORK definequote 1280 LOTAG 18 = INCREMENTAL SECTOR RAISE/FALL definequote 1281 HITAG = NUMBER OF Z-UNITS TO MOVE PER ACTIVATION definequote 1282 ANGLE UP OR NORTH IN 2D MODE = definequote 1283 FLOOR WILL MOVE INCREMENTALLY definequote 1284 ANGLE DOWN OR SOUTH IN 2D MODE = definequote 1285 CEILING WILL MOVE INCREMENTALLY definequote 1286 PALETTE = 0 START AT SET HEIGHT definequote 1287 PALETTE >0 START AT SE SPRITE HEIGHT definequote 1288 GPSPEED SPRITE LOTAG MAY FINE TUNE UNITS MOVED definequote 1289 MUST BE USED WITH ACTIVATOR definequote 1290 LOTAG 19 = CEILING FALLS FROM EXPLOSION definequote 1291 HITAG = TO OTHER SE 19 TO ACTIVATE SIMULTANEOUSLY definequote 1292 USE A GPSPEED SPRITE WITH LOTAG TO definequote 1293 SET SPEED (DEFAULT 256) definequote 1294 definequote 1295 DISPLAYS MESSAGE "UNLOCKED" WHEN TRIGGERED definequote 1296 definequote 1297 THIS EFFECT WAS NOT USED IN THE GAME definequote 1298 IT WAS TO SEAL A WINDOW AFTER THE GLASS definequote 1299 HAS BEEN DESTROYED BY AN EXPLOSION definequote 1300 LOTAG 20 = STRETCHING/SHRINKING SECTOR definequote 1301 SECTOR LOTAG = 27 definequote 1302 ANGLE = DIRECTION TO INITIALLY STRETCH/SHRINK SECTOR definequote 1303 USE A GPSPEED SPRITE WITH LOTAG TO definequote 1304 SET DISTANCE (DEFAULT 256) 1024 = LARGEST GRID SQUARE definequote 1305 THE SE ACTS AS A SORT OF ANCHOR POINT FOR THE MOVEMENT definequote 1306 ALL EFFECT SPRITES MUST BE IN CLOSE PROXIMITY TO THE SE definequote 1307 SET RELATIVE ALIGNMENT (R KEY) ON SECTOR FLOOR/CEILING definequote 1308 TO MAKE THEM MOVE WITH THE SECTOR definequote 1309 COMPATIBLE WITH ACTIVATOR AND MASTERSWITCH definequote 1310 LOTAG 21 = FLOOR RISE/CEILING DROP definequote 1311 HITAG = TO OTHER SE 21 TO ACTIVATE SIMULTANEOUSLY definequote 1312 SECTOR LOTAG = 28 definequote 1313 ANGLE UP OR NORTH IN 2D MODE = DROP CEILING definequote 1314 ANGLE DOWN OR SOUTH IN 2D MODE = RAISE FLOOR definequote 1315 MUST USE A GPSPEED SPRITE WITH LOTAG TO definequote 1316 SET SPEED AND DELAY. ONLY VALUES >0 & <128 definequote 1317 A MISSING GPSPEED CAUSES THE SECTOR TO RISE/FALL INFINITELY definequote 1318 COMPATIBLE WITH ACTIVATOR AND MASTERSWITCH definequote 1319 THIS EFFECT WILL ONLY ACTIVATE ONCE definequote 1320 LOTAG 22 = TEETH DOOR (A CEILING-TYPE DOOR WITH TEETH PRONGS) definequote 1321 HITAG = TO HITAG OF DOOR SECTOR AND OTHER SE 22 definequote 1322 SECTOR LOTAG = 29 definequote 1323 THIS EFFECT WAS NOT USED IN THE GAME definequote 1324 THIS EFFECT CAN DEVELOP PROBLEMS definequote 1325 FOR BEST RESULTS, USE WITH A SWITCH AND ACTIVATOR definequote 1326 COMPATIBLE WITH ACTIVATOR, ACTIVATORLOCKED, AND MASTERSWITCH definequote 1327 START CLOSED, LOWER THE DOOR AND PRONG CEILINGS TO FLOOR definequote 1328 START OPEN, RAISE THE DOOR AND PRONG CEILINGS TO 1 UNIT definequote 1329 BELOW THE SURROUNDING CEILING *READ THE INFOSUITE FOR MORE definequote 1330 LOTAG 23 = ONE-WAY TELEPORTER EXIT definequote 1331 HITAG = TO TELEPORTER ENTRANCE SE 7 HITAG definequote 1332 ANGLE = DIRECTION PLAYER WILL FACE EXITING definequote 1333 LINKED SE 7 PALETTE = 0 STANDARD OR definequote 1334 SE 7 PALETTE >0 WON'T PLAY SFX OR FLASH definequote 1335 PLACE AT EXACT LOCATION/HEIGHT YOU WANT THE PLAYER TO EXIT definequote 1336 BOTH TELEPORTER SECTORS DO NOT HAVE TO BE THE SAME SHAPE definequote 1337 definequote 1338 THIS TYPE OF TELEPORTER CAN ALSO BE definequote 1339 USED TO CREATE ONE-WAY SUBMERGIBLE WATER definequote 1340 LOTAG 24 = CONVEYOR BELT definequote 1341 CARRY SPRITES ('ACTIVE' OR 'INACTIVE') ALONG THE FLOOR definequote 1342 HITAG = TO A SWITCH TO BE TOGGLED BY definequote 1343 ANGLE = DIRECTION TO CARRY OBJECTS definequote 1344 THE TEXTURE'S DIRECTION OF MOVEMENT DEPENDS ON ITS definequote 1345 RELATIVE ALIGNMENT (R KEY), AND HOW IT'S FLIPPED (F KEY) definequote 1346 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED (DEFAULT 256) definequote 1347 YOU MAY USE AND SWITCH MULTIPLE SE 24S IN THE SAME SECTOR definequote 1348 CONVEYOR BELT IS ACTIVE BY DEFAULT definequote 1349 THIS EFFECT IS NOT COMPATIBLE WITH TOUCHPLATES definequote 1350 LOTAG 25 = PISTON (CYCLES VERTICALLY) definequote 1351 HITAG = 0 OR SET TO A SWITCH TO BE TOGGLED BY (NOT RECOMMENDED) definequote 1352 SE SPRITE HEIGHT DETERMINES INITIAL HEIGHT OF PISTON definequote 1353 CEILING IS MAXIMUM HEIGHT OF PISTON BEFORE RETURNING TO GROUND definequote 1354 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED (DEFAULT 256) definequote 1355 definequote 1356 PISTON IS ACTIVE BY DEFAULT definequote 1357 "ACTIVATED"/"DEACTIVATED" MESSAGES WILL BE SWAPPED INCORRECTLY definequote 1358 definequote 1359 definequote 1360 LOTAG 26 = *RESERVED* ESCALATOR definequote 1361 THIS EFFECT HAS SOME PROBLEMS AND WAS NOT USED IN THE GAME definequote 1362 ANGLE = DIRECTION TO CARRY 'ACTIVE' SPRITES definequote 1363 SHADE = 0 ASCENDING >0 DESCENDING ESCALATOR FLOOR definequote 1364 THE SECTOR 'CYCLES' BY RAISING ITS FLOOR HEIGHT A BIT definequote 1365 AND SHIFTING ITS PHYSICAL POSITION 1 GRID SIZE 3 UNIT definequote 1366 IN THE DIRECTION OF MOVEMENT, THEN BACK TO START definequote 1367 THIS EFFECT HAS A FIXED RATE OF MOVEMENT definequote 1368 THE SPRITES TEND TO 'HOP' ALONG THE SURFACE OF THE ESCALATOR definequote 1369 NOT USED IN GAME/UNFINISHED definequote 1370 LOTAG 27 = DEMO CAMERA definequote 1371 CAM POSITION TO RECORD A 3RD-PERSON PERSPECTIVE OF GAME DEMOS definequote 1372 definequote 1373 HITAG = MAXIMUM DISTANCE FOR THE CAMERA TO VIEW definequote 1374 PLAYER ACTION (2048 EQUALS LARGEST GRID SQUARE) definequote 1375 definequote 1376 CAMERA DOES NOT WORK WELL WITH EXTREME HEIGHTS definequote 1377 DON'T LET TWO CAMERAS "SEE" EACH OTHER definequote 1378 DEMO CAMERAS CANNOT DISPLAY MIRRORS definequote 1379 definequote 1380 LOTAG 28 = LIGHTNING BOLT definequote 1381 CREATE LIGHTNING EFFECT IN AN AREA OF 10000 UNITS definequote 1382 definequote 1383 ON RANDOM ACTIVATION WILL FLASH LINKED definequote 1384 LIGHTNING BOLT SPRITES AND START SFX definequote 1385 definequote 1386 HITAG = TO HITAG OF LIGHTNING BOLT SPRITE(S) (#4890) definequote 1387 definequote 1388 definequote 1389 definequote 1390 LOTAG 29 = FLOATING SECTOR (LIKE WAVES) definequote 1391 HITAG = PHASE OFFSET VALUE (0-2047) definequote 1392 THIS OFFSET OF THE SECTOR FLOOR'S Z HEIGHT OSCILLATION definequote 1393 IS USED WITH OTHER SECTORS AT DIFERENT OFFSETS TO CREATE A WAVE definequote 1394 EFFECT IN THE FLOOR. BASICALLY, THE SECTOR FLOOR'S INITIAL HEIGHT definequote 1395 SECTOR LOTAG = 0 SOLID FLOOR OR 1 ABOVE-WATER SECTOR (WAVE) definequote 1396 HEIGHT OF THE SE DETERMINES THE SECTOR FLOOR'S CENTERED HEIGHT definequote 1397 TRAVELLING WAVE EFFECT, USE MULTIPLE FOUR-SIDED FLOATING SECTORS definequote 1398 ADJACENT, IDENTICALLY FIRST WALLS, AND INCREMENTAL SE PHASE OFFSET definequote 1399 GPSPEED LOTAG = AMPLITUDE OF THE FLOATING SECTOR FLOOR (0-32767) definequote 1400 LOTAG 30 = TWO-WAY TRAIN (TRAVELS BETWEEN TWO LOCATORS) definequote 1401 HITAG = SET TO A UNIQUE ACTIVATION NUMBER & AN ACTIVATOR SPRITE definequote 1402 WITHIN THE SECTOR CONTAINING THE SE 30. USE A SWITCH OR TOUCHPLATE definequote 1403 2 MORE OPTIONAL ACTIVATORS CAN BE ADDED TO GET TRIGGERED AT EACH definequote 1404 LOCATOR, 1ST LOCATOR (TAG 0,1) TRIGGERS AN ACTIVATOR WITH HITAG + 2 definequote 1405 2ND LOCATOR (TAGS 0,0) TRIGGERS AN ACTIVATOR WITH HITAG + 1 definequote 1406 SECTOR LOTAG = 31, ANGLE = DIRECTION OF 1ST LOCATOR definequote 1407 THIS EFFECT HAS A FIXED RATE OF MOVEMENT definequote 1408 RELATIVE ALIGNMENT (R KEY) ON FLOOR/CEILING TO MAKE THEM MOVE definequote 1409 YOU CAN'T USE RECON CARS AND SUBWAYS/TRAINS IN THE SAME MAP definequote 1410 LOTAG 31 = RAISE/LOWER FLOOR definequote 1411 HITAG = DELAY BEFORE FLOOR MOVEMENT (30 = 1 SECOND) definequote 1412 WILL ONLY WORK WITH AN ACTIVATOR definequote 1413 ANGLE UP OR NORTH IN 2D MODE = definequote 1414 START AT FLOOR HEIGHT, RAISE TO SE HEIGHT definequote 1415 ANGLE DOWN OR SOUTH IN 2D MODE = definequote 1416 START AT SE HEIGHT, LOWER TO FLOOR HEIGHT definequote 1417 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED (DEFAULT 256) definequote 1418 USE WITH ACTIVATOR OR MASTERSWITCH, MASTERSWITCH CHANGES MUSICANDSFX definequote 1419 FUNCTION LO-TAG BECOMES STOP SOUND, SE 31 & 32 MAY BE USED TOGETHER definequote 1420 LOTAG 32 = RAISE/LOWER CEILING definequote 1421 WILL ONLY WORK WITH AN ACTIVATOR definequote 1422 ANGLE UP OR NORTH IN 2D MODE = definequote 1423 START AT FLOOR HEIGHT, RAISE TO SE HEIGHT definequote 1424 ANGLE DOWN OR SOUTH IN 2D MODE = definequote 1425 START AT SE HEIGHT, LOWER TO FLOOR HEIGHT definequote 1426 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED (DEFAULT 256) definequote 1427 USE WITH ACTIVATOR OR MASTERSWITCH definequote 1428 MASTERSWITCH CHANGES MUSICANDSFX FUNCTION LO-TAG BECOMES STOP SOUND definequote 1429 SE 31 & 32 MAY BE USED TOGETHER IN THE SAME SECTOR definequote 1430 LOTAG 33 = EARTHQUAKE DEBRIS definequote 1431 definequote 1432 Used to spawn metal and rock debris from SE definequote 1433 sprite's position during an earthquake definequote 1434 definequote 1435 Debris will be spawned whenever an earthquake definequote 1436 occurs anywhere on the map definequote 1437 definequote 1438 definequote 1439 definequote 1440 LOTAG 34 = *RESERVED* (HALF SPEED CONVEYOR BELT) definequote 1441 CARRY SPRITES ('ACTIVE' OR 'INACTIVE') ALONG THE FLOOR definequote 1442 HITAG = TO A SWITCH TO BE TOGGLED BY definequote 1443 ANGLE = DIRECTION TO CARRY OBJECTS definequote 1444 THE TEXTURE'S DIRECTION OF MOVEMENT DEPENDS ON ITS definequote 1445 RELATIVE ALIGNMENT (R KEY), AND HOW IT'S FLIPPED (F KEY) definequote 1446 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED (DEFAULT 256) definequote 1447 YOU MAY USE AND SWITCH MULTIPLE SE 34S IN THE SAME SECTOR definequote 1448 CONVEYOR BELT IS ACTIVE BY DEFAULT definequote 1449 THIS EFFECT IS NOT COMPATIBLE WITH TOUCHPLATES definequote 1450 LOTAG 35 = *RESERVED* (DRILL) definequote 1451 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED (DEFAULT 256) definequote 1452 THIS EFFECT MAKES A SECTOR CEILING LOWER INTO THE GROUND definequote 1453 THEN SHOOT BACK UP CAUSING SILENT EXPLOSIONS AND DEBRIS TO SPAWN definequote 1454 YOU CAN USE IT IN COMBINATION WITH ROTATING definequote 1455 SECTORS TO CREATE A DRILL HEAD definequote 1456 THE DRILL CEILING CYCLE PEAKS AT APPROXIMATELY 8 PG/UP UNITS definequote 1457 ABOVE AND BELOW THE SE SPRITE'S HEIGHT definequote 1458 IF THE CEILING IS SLOPED AND THE FLOOR IS NOT, THE SLOPE definequote 1459 WILL 'DIG' THROUGH THE FLOOR AND SPAWN MORE DEBRIS definequote 1460 LOTAG 36 = AUTOMATIC SHOOTER definequote 1461 SPAWN A SHOT FROM THE SE ABOUT EVERY 5 SECONDS WHEN ACTIVATED definequote 1462 ANGLE = TO THE DESIRED DIRECTION OF TRAJECTORY definequote 1463 USE GPSPEED LOTAG TO SET PROJECTILE TYPE (BY TILE NUMBER) definequote 1464 940 BOUNCEMINE, 1360 COOLEXPLOSION1, 1625 FIRELASER, 1636 SPIT, definequote 1465 1641 FREEZEBLAST (AUTO-AIMS) 1650 MORTER, 2296-99 BLOODSPLATS, definequote 1466 2448 GROWSPARK, 2521 KNEE, 2536 CHAINGUN, 2556 SHRINKER, definequote 1467 2563 TRIPBOMB (NEAR WALL) 2595 SHOTSPARK1, 2605 RPG, 2615 SHOTGUN definequote 1468 COMPATIBLE WITH ACTIVATOR OR MASTERSWITCH. definequote 1469 THE MASTERSWITCH ONLY ACTIVATES ONCE AND CANNOT BE TURNED OFF // that's all the standard Duke3D SE lotags, here is Polymer Lights se 49&50 definequote 1470 LOTAG 49 = POINT LIGHT definequote 1471 HITAG = RANGE; ANGLE = DIRECTION OF THE LIGHT definequote 1472 XVEL, YVEL, ZVEL, (EDIT IN 2D MODE PRESS F8 ON SPRITE) definequote 1473 XVEL = RED, YVEL = GREEN , ZVEL = BLUE definequote 1474 RGB VALUES OF LIGHT BETWEEN 0 255 definequote 1475 TRANSPARENCY = PRIORITY, OPAQUE HIGH, %33 MEDIUM, %66 LOW definequote 1476 CENTRE BIT (C) = NEGATIVE LIGHT definequote 1477 definequote 1478 definequote 1479 definequote 1480 LOTAG 50 = SPOT LIGHT definequote 1481 HITAG = RANGE; ANGLE = DIRECTION OF THE LIGHT definequote 1482 XVEL, YVEL, ZVEL, (EDIT IN 2D MODE PRESS F8 ON SPRITE) definequote 1483 RGB VALUES OF LIGHT BETWEEN 0 255 definequote 1484 SHADE = WIDTH OF THE LIGHT BETWEEN -127 127 definequote 1485 EXTRA ('M) = HORIZONTAL ANGLE (DEFAULT POINTING 45^ DOWN) definequote 1486 POSITIVE VALUES ANGLE UP, NEGATIVE DOWN definequote 1487 TRANSPARENCY (T) = PRIORITY, OPAQUE HIGH, %33 MEDIUM, %66 LOW definequote 1488 CENTRE BIT (C) = NEGATIVE LIGHT, 1-WAY BIT (1) = NO SHADOWS definequote 1489 OWNER PROJECT A SHADOW, SET TO PICNUM OF TEXTURE TO USE // done with se sprites now // TILE #2 IS NEXT :P definequote 1520 ACTIVATES THE SECTOR LOTAG FUNCTION (DOOR, SOUNDS, ETC) definequote 1521 OR (S)ECTOREFFECTOR SPRITES WITHIN THE SECTOR, LIKE definequote 1522 (ROTATED SECTORS, EXPOLSIONS, SHOOTERS, LOTS MORE) definequote 1523 LOTAG = TO A SWITCH, LOCK, OR TOUCHPLATE SPRITES LOTAG, definequote 1524 USED TO TRIGGER THE ACTIVATOR definequote 1525 HITAG = 0 DEFAULT OR definequote 1526 FOR SECTOR LOTAG 20/21 DOORS ONLY definequote 1527 1 OPEN DOOR ONLY definequote 1528 2 CLOSE DOOR ONLY definequote 1529 definequote 1530 LOTAG = TO AN ACTIVATOR, ACTIVATORLOCKED, OR MASTERSWITCH LOTAG definequote 1531 TO ACTIVATE WHEN THIS TOUCHPLATE IS TRIGGERED BY THE PLAYER definequote 1532 HITAG = 0 TRIGGER EVERY TIME >0 TRIGGER THIS MANY TIMES definequote 1533 PALETTE >0 = SINGLEPLAYER ONLY. OPPOSITE TO STANDARD PAL 1 MULTIPLAYER definequote 1534 ANGLE UP OR NORTH IN 2D MODE = ACTIVATE WHEN PLAYER ON FLOOR IN SECTOR definequote 1535 ANGLE DOWN OR SOUTH IN 2D MODE = ACTIVATE WHEN PLAYER ENTERS SECTOR definequote 1536 HEIGHT = SAME HEIGHT AS THE FLOOR OR ELSE IT WILL FUNCTION AS definequote 1537 AN "AUTOMATIC FLOOR RISE/LOWER" EFFECT, THE FLOOR WILL definequote 1538 START AT TOUCHPLATE HEIGHT AND RISE/LOWER TO FLOOR SET HEIGHT definequote 1539 GPSPEED LOTAG = FLOOR SPEED, IF USING AUTOMATIC RISE/LOWER EFFECT definequote 1540 LOCKS A SECTOR LOTAG FUNCTION UNTIL THE definequote 1541 PLAYER UNLOCKS IT WITH A TRIGGER definequote 1542 MOST TRIGGERS CAUSE A "UNLOCKED"/"LOCKED" MESSAGE TO BE DISPLAYED definequote 1543 LOTAG = TO A SWITCH, LOCK, OR TOUCHPLATE SPRITES LOTAG, definequote 1544 USED TO UNLOCK THE SECTOR LOTAG FUNCTION definequote 1545 definequote 1546 definequote 1547 definequote 1548 definequote 1549 definequote 1550 MUSICANDSFX SPRITE CAN BE USED IN A FEW DIFFERENT WAYS definequote 1551 1. ACTIVATION SOUND: WHEN USED IN A SECTOR WITH A LO-TAG definequote 1552 THE SOUND WILL PLAY WHEN THE SECTOR'S LOTAG FUNCTION IS ACTIVATED definequote 1553 LOTAG = START SOUND NUMBER: HITAG = STOP SOUND NUMBER definequote 1554 2. AMBIENT SOUND: WHEN USED IN A SECTOR WITHOUT A LOTAG definequote 1555 AN AMBIENT SOUND WILL BE PLAYED definequote 1556 LOTAG = AMBIENT SOUND NUMBER definequote 1557 HITAG = AUDIBLE RADIUS FROM CENTER (1024 = LARGEST GRID SQUARE) definequote 1558 BOTH TYPES PALETTE 1 = MULTIPLAYER-ONLY definequote 1559 INFOSUITE.DUKE4.NET FOR MUCH MORE INFORMATION definequote 1560 LOCATORS DEFINE A PATH THAT A RECON CAR OR A SUBWAY/TRAIN WILL FOLLOW definequote 1561 YOU CAN ONLY HAVE ONE LOCATOR PATH SET IN A SECTOR definequote 1562 YOU CANNOT HAVE A RECON PATROL CAR AND SUBWAY/TRAIN IN THE SAME MAP definequote 1563 LOTAG : SET IN AN INCREASING ORDER BEGINNING WITH 0 definequote 1564 WHEN THE VEHICLE REACHES THE LAST POINT definequote 1565 IT WILL LOOP BACK TO THE LOCATOR WITH LOTAG 0 definequote 1566 TWO-WAY TRAINS ONLY USE TWO LOCATORS definequote 1567 HITAG : IF SET TO 1, THE SUBWAY VEHICLE WILL STOP AT THAT POINT definequote 1568 FOR ABOUT 5 SECONDS, THEN CONTINUE. RECON CAR AND TWO-WAY TRAIN definequote 1569 ARE NOT AFFECTED BY THE HITAG definequote 1570 THE CYCLER IS USED TO MAKE A SECTOR PULSATE IN BRIGHTNESS definequote 1571 SHADE : SET THE CYCLER SHADE TO WHEN THE LIGHT IS AT ITS BRIGHTEST definequote 1572 SET THE SECTOR SHADE TO WHEN THE LIGHT IS AT ITS DARKEST definequote 1573 LO-TAG = THE INITIAL BRIGHTNESS OFFSET definequote 1574 TO MAKE A TRAVELLING LIGHT EFFECT, USE MULTIPLE CYCLERS WITH definequote 1575 INCREMENTAL OFFSET VALUES (LOTAGS) AND MULTIPLE GPSPEED SPRITES definequote 1576 WITH A CONSTANT PULSE SPEED VALUE. definequote 1577 GPSPEED LOTAG = RATE OF THE LIGHT PULSE. 1 - 1023 definequote 1578 THE DEFAULT SPEED OF THE EFFECT IS EQUIVALENT definequote 1579 TO USING A GPSPEED WITH A VALUE OF 256 definequote 1580 MASTERSWITCH ACTIVATES SECTOR LO-TAGS OR SECTOREFFECTORS definequote 1581 SIMILAR TO ACTIVATOR, EXCEPT IT HAS TIME-DELAY AND ONLY ACTIVATES ONCE definequote 1582 IT WILL ALSO DETONATE ANY SEENINE/OOZFILTER EXPLOSIVES IN THE SECTOR definequote 1583 definequote 1584 LOTAG = TO A SWITCH, LOCK, OR TOUCHPLATE SPRITES LOTAG, definequote 1585 USED TO TRIGGER THE MASTERSWITCH definequote 1586 IT WILL TRIGGER WHEN THE PLAYER KILLS THE ACTOR definequote 1587 definequote 1588 HITAG = TIME-DELAY UNTIL ACTION OCCURS (30 = 1 SECOND) definequote 1589 definequote 1590 RESPAWN AN ACTOR OR AN ITEM WHEN TRIGGERED BY AN ACTION definequote 1591 LOTAG = TO A SWITCH, LOCK, OR TOUCHPLATE SPRITES LOTAG, definequote 1592 USED TO TRIGGER THE RESPAWN, OR SET EQUAL TO A FEM ACTOR'S HITAG definequote 1593 HITAG = TO THE SPRITE PICNUM / TILE NUMBER TO SPAWN definequote 1594 definequote 1595 PALETTE = 0 STANDARD definequote 1596 >0 RESPAWNED BOSS BECOMES MINI-BOSS AFFECTED BY PALETTE VALUE definequote 1597 ALSO KEYCARDS CAN BE RESPAWNED WITH A PALETTE SET HERE definequote 1598 ANGLE : ALL SPRITES FACING EAST ON THE MAP GRID definequote 1599 REGARDLESS OF THE RESPAWN SPRITE ANGLE definequote 1600 GPSPEED = GENERAL PURPOSE SPEED definequote 1601 definequote 1602 MOST COMMONLY USED TO DETERMINE THE SPEED OF AN EFFECT definequote 1603 definequote 1604 LOTAG = RATE OF MOVEMENT definequote 1605 definequote 1606 definequote 1607 definequote 1608 definequote 1609 // Pickups definequote 1610 LOTAG: 0/1 = SPRITE APPEARS IN GAME FOR ALL SKILL LEVELS definequote 1611 2 = LETS ROCK OR HARDER; 3 = COME GET SOME AND HIGHER definequote 1612 4 = SPRITE APPEARS IN GAME FOR DAMN I'M GOOD ONLY definequote 1613 definequote 1614 definequote 1615 PALETTE: 0 = APPEARS IN ALL MODES definequote 1616 PALETTE: >0 = MULTIPLAYER-ONLY definequote 1617 definequote 1618 definequote 1619 // Access Card definequote 1620 USED TO UNLOCK AN ACCESS SWITCH definequote 1621 FOR REALISM, PLACE IT IN WALL-ALIGNMENT MODE definequote 1622 ACCESS CARDS DO NOT APPEAR IN DUKEMATCH definequote 1623 (EVERY PLAYER WILL AUTOMATICALLY HAVE THEM) definequote 1624 definequote 1625 PALETTE: 0 = BLUE; 21 = RED; 23 = YELLOW definequote 1626 definequote 1627 definequote 1628 definequote 1629 // Access switch definequote 1630 WILL UNLOCK OR ACTIVATE SOMETHING definequote 1631 WHEN USED WITH THE SAME COLOR ACCESS CARD definequote 1632 LOTAG = TO ACTIVATOR, ACTIVATORLOCKED, definequote 1633 OR MASTERSWITCH LOTAG TRIGGER definequote 1634 definequote 1635 HITAG = ACTIVATION SOUND NUMBER (OPTIONAL) definequote 1636 SOUND #212 IS THE STANDARD CHOICE definequote 1637 IF NO VALUE IS SET, THE DEFAULT IS SOUND #76 definequote 1638 definequote 1639 PALETTE: 0 = BLUE; 21 = RED; 23 = YELLOW // Switches (non-shootable) definequote 1640 SWITCHES ARE USED TO UNLOCK OR ACTIVATE SOMETHING definequote 1641 SWITCHES CAN BE TRIGGERED BY PRESSING USE ON THEM definequote 1642 ALSO KICKING THIS SWITCH CAN TRIGGER IT definequote 1643 LOTAG = TO ACTIVATOR, ACTIVATORLOCKED, definequote 1644 OR MASTERSWITCH LOTAG TRIGGER definequote 1645 definequote 1646 HITAG = ACTIVATION SOUND NUMBER (OPTIONAL) definequote 1647 IF NO VALUE IS SET, THE DEFAULT IS SOUND #75 definequote 1648 PALETTE: 0 = APPEARS IN ALL MODES definequote 1649 PALETTE: >0 & SPRITE IS WALL ALLIGNED = DUKEMATCH-ONLY // Switches (shootable) definequote 1650 SWITCHES ARE USED TO UNLOCK OR ACTIVATE SOMETHING definequote 1651 SWITCHES CAN BE TRIGGERED BY PRESSING USE ON THEM definequote 1652 ALSO KICKING OR SHOOTING THIS SWITCH CAN TRIGGER IT definequote 1653 LOTAG = TO ACTIVATOR, ACTIVATORLOCKED, definequote 1654 OR MASTERSWITCH LOTAG TRIGGER definequote 1655 definequote 1656 HITAG = ACTIVATION SOUND NUMBER (OPTIONAL) definequote 1657 IF NO VALUE IS SET, THE DEFAULT IS SOUND #75 definequote 1658 PALETTE: 0 = APPEARS IN ALL MODES definequote 1659 PALETTE: >0 & SPRITE IS WALL ALLIGNED = DUKEMATCH-ONLY // Nukebutton definequote 1660 THE NUKEBUTTON IS USED TO END A LEVEL definequote 1661 OR TO GO TO A SECRET LEVEL WITHIN THE SAME EPISODE definequote 1662 definequote 1663 LOTAG = ANY VALUE FROM 1 TO 65535 definequote 1664 definequote 1665 PALETTE: IF SET TO 14, THIS BECOMES A WARPING definequote 1666 NUKEBUTTON AND WILL START ANY LEVEL IN THE EPISODE definequote 1667 USE THE LOTAG TO SPECIFY WHICH LEVEL definequote 1668 definequote 1669 // Multi-switch definequote 1670 MULTISWITCH CAN TRIGGER FOUR DIFFERENT ACTIVATORS WHICH USE FOUR CONSECUTIVE LOTAGS definequote 1671 IT ACTIVATES THEM IN ASCENDING ORDER (A,B,C,D) BASED ON THE LOTAG VALUE definequote 1672 LOTAG = TO ACTIVATOR, ACTIVATORLOCKED, OR MASTERSWITCH definequote 1673 LOTAG TO BE TRIGGERED FIRST (A) definequote 1674 SET OTHER ACTIVATOR LOTAGS IN CONSECUTIVE ORDER: definequote 1675 ACTIVATOR (:P = LOTAG+1, (C) = LOTAG+2, AND (D) = LOTAG+3 definequote 1676 HITAG = ACTIVATION SOUND NUMBER (OPTIONAL) definequote 1677 IF NO VALUE IS SET, THE DEFAULT IS SOUND #76 definequote 1678 PALETTE: 0 = APPEARS IN ALL MODES definequote 1679 PALETTE: >0 & SPRITE IS WALL ALLIGNED = DUKEMATCH-ONLY // Combination Switches (non-shootable) definequote 1680 SWITCHES ARE USED TO UNLOCK OR ACTIVATE SOMETHING definequote 1681 SWITCHES CAN BE TRIGGERED BY PRESSING USE ON THEM definequote 1682 ALSO KICKING THIS SWITCH CAN TRIGGER IT definequote 1683 LOTAG = TO ACTIVATOR, ACTIVATORLOCKED, definequote 1684 OR MASTERSWITCH LOTAG TRIGGER definequote 1685 COMBINATION SWITCHES WITH EQUAL LOTAGS WILL BE GROUPED definequote 1686 HITAG: 0 = OFF IN COMBINATION 1 = ON IN COMBINATION definequote 1687 THE SOUND IS UNCHANGEABLE FOR COMBINATION SWITCHES definequote 1688 PALETTE: 0 = APPEARS IN ALL MODES definequote 1689 PALETTE: >0 & SPRITE IS WALL ALLIGNED = DUKEMATCH-ONLY // Combination Switches (shootable) JUST DIPSWITCH definequote 1690 SWITCHES ARE USED TO UNLOCK OR ACTIVATE SOMETHING definequote 1691 SWITCHES CAN BE TRIGGERED BY PRESSING USE ON THEM definequote 1692 ALSO KICKING OR SHOOTING THIS SWITCH CAN TRIGGER IT definequote 1693 LOTAG = TO ACTIVATOR, ACTIVATORLOCKED, definequote 1694 OR MASTERSWITCH LOTAG TRIGGER definequote 1695 COMBINATION SWITCHES WITH EQUAL LOTAGS WILL BE GROUPED definequote 1696 HITAG: 0 = OFF IN COMBINATION 1 = ON IN COMBINATION definequote 1697 THE SOUND IS UNCHANGEABLE FOR COMBINATION SWITCHES definequote 1698 PALETTE: 0 = APPEARS IN ALL MODES definequote 1699 PALETTE: >0 & SPRITE IS WALL ALLIGNED = DUKEMATCH-ONLY // Viewscreens definequote 1700 THE VIEWSCREEN IS USED TO VIEW THROUGH CAMERAS PLACED AROUND THE MAP definequote 1701 IT WILL VIEW THROUGH ALL CAMERAS LINKED TO IT definequote 1702 definequote 1703 HITAG = TO ALL LINKED CAMERA SPRITE LOTAGS definequote 1704 definequote 1705 definequote 1706 definequote 1707 definequote 1708 definequote 1709 /* definequote 1710 definequote 1711 definequote 1712 definequote 1713 definequote 1714 definequote 1715 definequote 1716 definequote 1717 definequote 1718 definequote 1719 definequote 1720 definequote 1721 definequote 1722 definequote 1723 definequote 1724 definequote 1725 definequote 1726 definequote 1727 definequote 1728 definequote 1729 definequote 1730 definequote 1731 definequote 1732 definequote 1733 definequote 1734 definequote 1735 definequote 1736 definequote 1737 definequote 1738 definequote 1739 definequote 1740 definequote 1741 definequote 1742 definequote 1743 definequote 1744 definequote 1745 definequote 1746 definequote 1747 definequote 1748 definequote 1749 */ include names.h gamevar mytemp 0 0 gamevar myi 0 0 gamevar myx 0 0 gamevar myy 0 0 gamevar J 0 0 gamevar K 0 0 gamevar help 1 0 gamevar picnum 0 0 defstate QUOTELOOP set K J addvar K 10 whilevarvarn J K { qstrlen mytemp J shiftl mytemp 2 set myx searchx sub myx mytemp printext16 J myx myy 15 0 65536 add myy 10 add J 1 } ends defstate QUOTELOOP3D set K J addvar K 10 whilevarvarn J K { qstrlen mytemp J shiftl mytemp 2 set myx searchx sub myx mytemp printext256 J myx myy 242 0 65536 add myy 10 add J 1 } ends onevent EVENT_PREKEYS2D set myx 20 set myy ydim sub myy 45 ife help 1 { printext16 300 myx myy 15 0 65536 } else { printext16 301 myx myy 15 0 65536 } ifholdkey KEY_D { ife help 0 set help 1 else set help 0 resetkey KEY_D } ife help 1 ifg pointhighlight 16383 { set myi pointhighlight sub myi 16384 set myy searchy add myy 20 // QUOTE NUMBER == (SECTOREFFECTOR LOTAG + 110) * 10 ife sprite[myi].picnum SECTOREFFECTOR { ife sprite[myi].lotag 00 { set J 1100 state QUOTELOOP } ife sprite[myi].lotag 01 { set J 1110 state QUOTELOOP } ife sprite[myi].lotag 02 { set J 1120 state QUOTELOOP } ife sprite[myi].lotag 03 { set J 1130 state QUOTELOOP } ife sprite[myi].lotag 04 { set J 1140 state QUOTELOOP } ife sprite[myi].lotag 05 { set J 1150 state QUOTELOOP } ife sprite[myi].lotag 06 { set J 1160 state QUOTELOOP } ife sprite[myi].lotag 07 { set J 1170 state QUOTELOOP } ife sprite[myi].lotag 08 { set J 1180 state QUOTELOOP } ife sprite[myi].lotag 09 { set J 1190 state QUOTELOOP } ife sprite[myi].lotag 10 { set J 1200 state QUOTELOOP } ife sprite[myi].lotag 11 { set J 1210 state QUOTELOOP } ife sprite[myi].lotag 12 { set J 1220 state QUOTELOOP } ife sprite[myi].lotag 13 { set J 1230 state QUOTELOOP } ife sprite[myi].lotag 14 { set J 1240 state QUOTELOOP } ife sprite[myi].lotag 15 { set J 1250 state QUOTELOOP } ife sprite[myi].lotag 16 { set J 1260 state QUOTELOOP } ife sprite[myi].lotag 17 { set J 1270 state QUOTELOOP } ife sprite[myi].lotag 18 { set J 1280 state QUOTELOOP } ife sprite[myi].lotag 19 { set J 1290 state QUOTELOOP } ife sprite[myi].lotag 20 { set J 1300 state QUOTELOOP } ife sprite[myi].lotag 21 { set J 1310 state QUOTELOOP } ife sprite[myi].lotag 22 { set J 1320 state QUOTELOOP } ife sprite[myi].lotag 23 { set J 1330 state QUOTELOOP } ife sprite[myi].lotag 24 { set J 1340 state QUOTELOOP } ife sprite[myi].lotag 25 { set J 1350 state QUOTELOOP } ife sprite[myi].lotag 26 { set J 1360 state QUOTELOOP } ife sprite[myi].lotag 27 { set J 1370 state QUOTELOOP } ife sprite[myi].lotag 28 { set J 1380 state QUOTELOOP } ife sprite[myi].lotag 29 { set J 1390 state QUOTELOOP } ife sprite[myi].lotag 30 { set J 1400 state QUOTELOOP } ife sprite[myi].lotag 31 { set J 1410 state QUOTELOOP } ife sprite[myi].lotag 32 { set J 1420 state QUOTELOOP } ife sprite[myi].lotag 33 { set J 1430 state QUOTELOOP } ife sprite[myi].lotag 34 { set J 1440 state QUOTELOOP } ife sprite[myi].lotag 35 { set J 1450 state QUOTELOOP } ife sprite[myi].lotag 36 { set J 1460 state QUOTELOOP } ife sprite[myi].lotag 49 { set J 1470 state QUOTELOOP } ife sprite[myi].lotag 50 { set J 1480 state QUOTELOOP } } //STARTING QUOTE NUMBER == (PICNUM + 150) * 10 ife sprite[myi].picnum ACTIVATOR { set J 1520 state QUOTELOOP } ife sprite[myi].picnum TOUCHPLATE { set J 1530 state QUOTELOOP } ife sprite[myi].picnum ACTIVATORLOCKED { set J 1540 state QUOTELOOP } ife sprite[myi].picnum MUSICANDSFX { set J 1550 state QUOTELOOP } ife sprite[myi].picnum LOCATORS { set J 1560 state QUOTELOOP } ife sprite[myi].picnum CYCLER { set J 1570 state QUOTELOOP } ife sprite[myi].picnum MASTERSWITCH { set J 1580 state QUOTELOOP } ife sprite[myi].picnum RESPAWN { set J 1590 state QUOTELOOP } ife sprite[myi].picnum GPSPEED { set J 1600 state QUOTELOOP } } endevent onevent EVENT_KEYS3D ife help 1 ife searchstat 3 { set myy searchy add myy 20 set picnum sprite[searchwall].picnum switch picnum case SECTOREFFECTOR: { // STARTING QUOTE NUMBER == (SECTOREFFECTOR LOTAG + 110) * 10 ife sprite[searchwall].lotag 00 { set J 1100 state QUOTELOOP3D } ife sprite[searchwall].lotag 01 { set J 1110 state QUOTELOOP3D } ife sprite[searchwall].lotag 02 { set J 1120 state QUOTELOOP3D } ife sprite[searchwall].lotag 03 { set J 1130 state QUOTELOOP3D } ife sprite[searchwall].lotag 04 { set J 1140 state QUOTELOOP3D } ife sprite[searchwall].lotag 05 { set J 1150 state QUOTELOOP3D } ife sprite[searchwall].lotag 06 { set J 1160 state QUOTELOOP3D } ife sprite[searchwall].lotag 07 { set J 1170 state QUOTELOOP3D } ife sprite[searchwall].lotag 08 { set J 1180 state QUOTELOOP3D } ife sprite[searchwall].lotag 09 { set J 1190 state QUOTELOOP3D } ife sprite[searchwall].lotag 10 { set J 1200 state QUOTELOOP3D } ife sprite[searchwall].lotag 11 { set J 1210 state QUOTELOOP3D } ife sprite[searchwall].lotag 12 { set J 1220 state QUOTELOOP3D } ife sprite[searchwall].lotag 13 { set J 1230 state QUOTELOOP3D } ife sprite[searchwall].lotag 14 { set J 1240 state QUOTELOOP3D } ife sprite[searchwall].lotag 15 { set J 1250 state QUOTELOOP3D } ife sprite[searchwall].lotag 16 { set J 1260 state QUOTELOOP3D } ife sprite[searchwall].lotag 17 { set J 1270 state QUOTELOOP3D } ife sprite[searchwall].lotag 18 { set J 1280 state QUOTELOOP3D } ife sprite[searchwall].lotag 19 { set J 1290 state QUOTELOOP3D } ife sprite[searchwall].lotag 20 { set J 1300 state QUOTELOOP3D } ife sprite[searchwall].lotag 21 { set J 1310 state QUOTELOOP3D } ife sprite[searchwall].lotag 22 { set J 1320 state QUOTELOOP3D } ife sprite[searchwall].lotag 23 { set J 1330 state QUOTELOOP3D } ife sprite[searchwall].lotag 24 { set J 1340 state QUOTELOOP3D } ife sprite[searchwall].lotag 25 { set J 1350 state QUOTELOOP3D } ife sprite[searchwall].lotag 26 { set J 1360 state QUOTELOOP3D } ife sprite[searchwall].lotag 27 { set J 1370 state QUOTELOOP3D } ife sprite[searchwall].lotag 28 { set J 1380 state QUOTELOOP3D } ife sprite[searchwall].lotag 29 { set J 1390 state QUOTELOOP3D } ife sprite[searchwall].lotag 30 { set J 1400 state QUOTELOOP3D } ife sprite[searchwall].lotag 31 { set J 1410 state QUOTELOOP3D } ife sprite[searchwall].lotag 32 { set J 1420 state QUOTELOOP3D } ife sprite[searchwall].lotag 33 { set J 1430 state QUOTELOOP3D } ife sprite[searchwall].lotag 34 { set J 1440 state QUOTELOOP3D } ife sprite[searchwall].lotag 35 { set J 1450 state QUOTELOOP3D } ife sprite[searchwall].lotag 36 { set J 1460 state QUOTELOOP3D } ife sprite[searchwall].lotag 49 { set J 1470 state QUOTELOOP3D } ife sprite[searchwall].lotag 50 { set J 1480 state QUOTELOOP3D } break; } //STARTING QUOTE NUMBER == (PICNUM + 150) * 10 case ACTIVATOR: { set J 1520 state QUOTELOOP3D break; } case TOUCHPLATE: { set J 1530 state QUOTELOOP3D break; } case ACTIVATORLOCKED: { set J 1540 state QUOTELOOP3D break; } case MUSICANDSFX: { set J 1550 state QUOTELOOP3D break; } case LOCATORS: { set J 1560 state QUOTELOOP3D break; } case CYCLER: { set J 1570 state QUOTELOOP3D break; } case MASTERSWITCH: { set J 1580 state QUOTELOOP3D break; } case RESPAWN: { set J 1590 state QUOTELOOP3D break; } case GPSPEED: { set J 1600 state QUOTELOOP3D break; } // carrying forward from 1600 by tens, regardless of picnum case FIRSTGUNSPRITE: case CHAINGUNSPRITE: case RPGSPRITE: case FREEZESPRITE: case SHRINKERSPRITE: case HEAVYHBOMB: case TRIPBOMBSPRITE: case SHOTGUNSPRITE: case DEVISTATORSPRITE: case FREEZEAMMO: case AMMO: case BATTERYAMMO: case DEVISTATORAMMO: case RPGAMMO: case GROWAMMO: case CRYSTALAMMO: case HBOMBAMMO: case AMMOLOTS: case SHOTGUNAMMO: case COLA: case SIXPAK: case FIRSTAID: case SHIELD: case STEROIDS: case AIRTANK: case JETPACK: case HEATSENSOR: case BOOTS: case ATOMICHEALTH: case HOLODUKE: { set J 1610 state QUOTELOOP3D break; } case ACCESSCARD: { set J 1620 state QUOTELOOP3D break; } case ACCESSSWITCH: case ACCESSSWITCH2: { set J 1630 state QUOTELOOP3D break; } case SLOTDOOR: case 133: case LIGHTSWITCH: case 135: case SPACEDOORSWITCH: case 137: case SPACELIGHTSWITCH: case 139: case FRANKENSTINESWITCH: case 141: case LIGHTSWITCH2: case 713: case POWERSWITCH1: case 861: case LOCKSWITCH1: case 863: case POWERSWITCH2: case 865: case PULLSWITCH: case 1123: { set J 1640 state QUOTELOOP3D break; } case DIPSWITCH2: case 165: case DIPSWITCH3: case 169: case HANDSWITCH: case 1112: { set J 1650 state QUOTELOOP3D break; } case NUKEBUTTON: { set J 1660 state QUOTELOOP3D break; } case MULTISWITCH: case 147: case 148: case 149: { set J 1670 state QUOTELOOP3D break; } case TECHSWITCH: case 167: case ALIENSWITCH: case 1143: { set J 1680 state QUOTELOOP3D break; } case DIPSWITCH: case 163: { set J 1690 state QUOTELOOP3D break; } case VIEWSCREEN2: case VIEWSCREEN: { set J 1700 state QUOTELOOP3D break; } case CRACK1: case CRACK2: case CRACK3: case CRACK4: { set J 1710 state QUOTELOOP3D break; } case FIREEXT: { set J 1720 state QUOTELOOP3D break; } /* 578 REACTOR2, 580 REACTOR2SPARK, 620 (prototype reactor), 1088 REACTOR, 1092 REACTORSPARK 621 CAMERA1 660 WATERDRIP 762 MIKE 940 BOUNCEMINE, 1079 OOZFILTER, 1238 EXPLODINGBARREL, 1247 SEENINE, 4360 GUNPOWDERBARREL 1221 CRANEPOLE, 1222 CRANE 1232 SOMETHING / CANWITHSOMETHING, 4580 SOMETHING2, 4581 SOMETHING3, 4582 SOMETHING4 1405 APLAYER 2566 TRIPBOMB 4890 NATURALLIGHTNING */ endswitch } endevent
Then either open the console in mapster32 (~) and type "include help"
or make a file called m32_autoexec.cfg and add the line "include help" to it.
Quote
This is a work in progress, currently there is a message for all sectoreffector lotag effects, and the first 9 special sprites.
Please give me some feedback, specifically any errors, or even questionable grammar.
I plan to add messages for the switches, APlayer sprites, and explodables like the fire extinguisher. What other tiles deserve a quick message?
I don't see this going any further on my part, feel free to add to it or edit it and share here.