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- STAR SPAWNERS
- =============
- Place on map and use the second and third
- arguments to control the intensity and area of
- the spawner.
- First argument is not used.
- Second argument controls the size of the area.
- 32 for example, spawns in a 64x64x64 cube.
- Third argument controls the chance of sparkles
- being spawned. 255 spawns no sparkles at all.
- It should be noted that pngs can't be translated
- like normal graphics. Because of this, if
- you convert the SKFXA0 sprite to a png, the spawners
- will spawn white effects. Use Doom's lmp format,
- instead.
- SPARKLE FOUNTAINS
- =================
- Place on map and use the first two arguments to control the
- intensity and area of the spawner. The original was a 64x64
- square.
- First argument controls the size of the area. 32, for example,
- spawns in a 64x64 square (or 64 diameter circle. See second
- argument).
- Second argument controls the type of area it spawns in. 0 is
- square, 1 is circle.
- The third argument controls the vertical spread. A value of 0
- means to use the default, that is to say, eight units above the
- actor's position. Otherwise, the spread will be twice the value
- given above the actor's position.
- The fourth argument controls the behavior of the sparkles.
- With 0, they move at constant speed; with 1 they accelerate in
- the same way as Heretic's stock "teleport glitter" sparkles.
- It should be noted that pngs can't be translated like normal
- graphics. Because of this, if you convert the PTCL* sprite
- to a png, the spawners will spawn white effects. Use Doom's
- lmp format, instead.
- RANDOM STAR FOUNTAINS
- =====================
- This is an alternative to the sparkle fountain. It will randomly
- spawn four types of particles: glitter (identical to Heretic teleport
- glitter), sparkles and accelerating sparkles (from sparkle fountain)
- and slow-moving stars (from star spawner, but with a slight upward
- movement).
- The first argument controls the size of the area. 32, for example,
- results in a circle with a radius of 32 units. If left to 0, the
- default value of 16 will be used.
- The second argument is not used.
- The third argument controls the vertical spread. The particles will
- appear randomly at any point between the thing itself and twice that
- value above it. If left to 0, the default value of 4 will be used.
- The fourth argument controls the colors of the particles:
- 1 is red
- 2 is blue
- 4 is yellow
- 8 is green
- 16 is purple
- 32 is white
- These values can be combined, for example 21 will result in red,
- yellow and purple particles. If left to 0, the default value of
- 63 is used, giving a fountain of all colors.
- STEAM GENERATORS
- ================
- Place on map and use the first four arguments to change
- behavior.
- First argument controls direction. 0 is up, 1 is down, 2 is
- forward. For best results, down-pointing spawners should be placed
- 2 or 3 map units below the ceiling.
- Second argument chooses if it's a constant spawner, or spawns in
- bursts. Burst spawners use the third argument and play a different sound.
- Third argument controls the frequency of the bursts (divided by 16.
- I.e, 128 will end up as 8). This is only used by the second argument.
- Fourth argument silences the spawner. 0 will play the sound, 1 will not.
- THUNDER
- =======
- Place them on the map and deactivate them with the DORMANT flag,
- then activate them in certain intervals with some looping acs script.
- EMBER
- =====
- Place on map and use the first two arguments to control the intensity
- and area of the spawner.
- First argument controls the size of the area. 32, for example, spawns
- in a 64x64 square (or 64 diameter circle. See second argument).
- Second argument controls the type of area it spawns in. 0 is
- square, 1 is circle.
- Third argument controls its frequency. The lower the number,
- the heavier the ember count.
- FIRE
- ====
- Place on map and use the first argument to control the size of the
- fire. 0 is small, 1 is medium, 2 and above is large.
- The second argument prevents it from playing sounds. 0 will play
- the sounds, 1 will not.
- RAIN
- ====
- Place the RainDropSpawner on your map, and use values set on the
- specials tab to modify it
- The first argument controls it's area. 128, for example makes
- it a 256x256 square or 256-radius circle (See fourth argument)
- The second argument controls it's frequency. The lower the number,
- the heavier the rainfall
- The third argument controls whether or not it plays it's ambient
- sound. 0 will play the sound, 1 will not
- The fourth argument controls the area type. 0 is a square, 1 is
- a circle
- SNOW
- ====
- Place on map and use the first three arguments to control
- the intensity and area of the spawner.
- First argument controls the size of the area. 128, for example,
- spawns in a 256x256 square (or 256 diameter circle. See third argument).
- Second argument controls the frequency of which it spawns snow.
- The lower the number, the more frequent (0 for always).
- Third argument controls the type of area it spawns in. 0 is
- square, 1 is circle.
- DRY ICE FOG
- ===========
- Place these fog actors in large tight groups
- to create a blanket of ankle-level fog. There are several colours
- to choose from.
- HAND STATUE
- ===========
- The value of the first argument determines the color; the first four
- correspond quite closely to the colors of the key gizmos.
- 00: Red
- 01: Yellow
- 02: Green
- 03: Blue
- 04: Orange
- 05: Purple
- 06: White
- 07: Black
- 08: Orange-red
- 09: Bright yellow
- 10: Lime green
- 11: Cobalt blue
- 12: Pink
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