#docu.txt 5.5 KB

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  1. STAR SPAWNERS
  2. =============
  3. Place on map and use the second and third
  4. arguments to control the intensity and area of
  5. the spawner.
  6. First argument is not used.
  7. Second argument controls the size of the area.
  8. 32 for example, spawns in a 64x64x64 cube.
  9. Third argument controls the chance of sparkles
  10. being spawned. 255 spawns no sparkles at all.
  11. It should be noted that pngs can't be translated
  12. like normal graphics. Because of this, if
  13. you convert the SKFXA0 sprite to a png, the spawners
  14. will spawn white effects. Use Doom's lmp format,
  15. instead.
  16. SPARKLE FOUNTAINS
  17. =================
  18. Place on map and use the first two arguments to control the
  19. intensity and area of the spawner. The original was a 64x64
  20. square.
  21. First argument controls the size of the area. 32, for example,
  22. spawns in a 64x64 square (or 64 diameter circle. See second
  23. argument).
  24. Second argument controls the type of area it spawns in. 0 is
  25. square, 1 is circle.
  26. The third argument controls the vertical spread. A value of 0
  27. means to use the default, that is to say, eight units above the
  28. actor's position. Otherwise, the spread will be twice the value
  29. given above the actor's position.
  30. The fourth argument controls the behavior of the sparkles.
  31. With 0, they move at constant speed; with 1 they accelerate in
  32. the same way as Heretic's stock "teleport glitter" sparkles.
  33. It should be noted that pngs can't be translated like normal
  34. graphics. Because of this, if you convert the PTCL* sprite
  35. to a png, the spawners will spawn white effects. Use Doom's
  36. lmp format, instead.
  37. RANDOM STAR FOUNTAINS
  38. =====================
  39. This is an alternative to the sparkle fountain. It will randomly
  40. spawn four types of particles: glitter (identical to Heretic teleport
  41. glitter), sparkles and accelerating sparkles (from sparkle fountain)
  42. and slow-moving stars (from star spawner, but with a slight upward
  43. movement).
  44. The first argument controls the size of the area. 32, for example,
  45. results in a circle with a radius of 32 units. If left to 0, the
  46. default value of 16 will be used.
  47. The second argument is not used.
  48. The third argument controls the vertical spread. The particles will
  49. appear randomly at any point between the thing itself and twice that
  50. value above it. If left to 0, the default value of 4 will be used.
  51. The fourth argument controls the colors of the particles:
  52. 1 is red
  53. 2 is blue
  54. 4 is yellow
  55. 8 is green
  56. 16 is purple
  57. 32 is white
  58. These values can be combined, for example 21 will result in red,
  59. yellow and purple particles. If left to 0, the default value of
  60. 63 is used, giving a fountain of all colors.
  61. STEAM GENERATORS
  62. ================
  63. Place on map and use the first four arguments to change
  64. behavior.
  65. First argument controls direction. 0 is up, 1 is down, 2 is
  66. forward. For best results, down-pointing spawners should be placed
  67. 2 or 3 map units below the ceiling.
  68. Second argument chooses if it's a constant spawner, or spawns in
  69. bursts. Burst spawners use the third argument and play a different sound.
  70. Third argument controls the frequency of the bursts (divided by 16.
  71. I.e, 128 will end up as 8). This is only used by the second argument.
  72. Fourth argument silences the spawner. 0 will play the sound, 1 will not.
  73. THUNDER
  74. =======
  75. Place them on the map and deactivate them with the DORMANT flag,
  76. then activate them in certain intervals with some looping acs script.
  77. EMBER
  78. =====
  79. Place on map and use the first two arguments to control the intensity
  80. and area of the spawner.
  81. First argument controls the size of the area. 32, for example, spawns
  82. in a 64x64 square (or 64 diameter circle. See second argument).
  83. Second argument controls the type of area it spawns in. 0 is
  84. square, 1 is circle.
  85. Third argument controls its frequency. The lower the number,
  86. the heavier the ember count.
  87. FIRE
  88. ====
  89. Place on map and use the first argument to control the size of the
  90. fire. 0 is small, 1 is medium, 2 and above is large.
  91. The second argument prevents it from playing sounds. 0 will play
  92. the sounds, 1 will not.
  93. RAIN
  94. ====
  95. Place the RainDropSpawner on your map, and use values set on the
  96. specials tab to modify it
  97. The first argument controls it's area. 128, for example makes
  98. it a 256x256 square or 256-radius circle (See fourth argument)
  99. The second argument controls it's frequency. The lower the number,
  100. the heavier the rainfall
  101. The third argument controls whether or not it plays it's ambient
  102. sound. 0 will play the sound, 1 will not
  103. The fourth argument controls the area type. 0 is a square, 1 is
  104. a circle
  105. SNOW
  106. ====
  107. Place on map and use the first three arguments to control
  108. the intensity and area of the spawner.
  109. First argument controls the size of the area. 128, for example,
  110. spawns in a 256x256 square (or 256 diameter circle. See third argument).
  111. Second argument controls the frequency of which it spawns snow.
  112. The lower the number, the more frequent (0 for always).
  113. Third argument controls the type of area it spawns in. 0 is
  114. square, 1 is circle.
  115. DRY ICE FOG
  116. ===========
  117. Place these fog actors in large tight groups
  118. to create a blanket of ankle-level fog. There are several colours
  119. to choose from.
  120. HAND STATUE
  121. ===========
  122. The value of the first argument determines the color; the first four
  123. correspond quite closely to the colors of the key gizmos.
  124. 00: Red
  125. 01: Yellow
  126. 02: Green
  127. 03: Blue
  128. 04: Orange
  129. 05: Purple
  130. 06: White
  131. 07: Black
  132. 08: Orange-red
  133. 09: Bright yellow
  134. 10: Lime green
  135. 11: Cobalt blue
  136. 12: Pink