![]() ![]() ![]() The sound will be globally heard anywhere within the sector. When used in a sector without a Lo-Tag (although there are some exceptions), and with a 'random-ambient' compatible sound, a user-determined range of sounds will be played in a random order at random intervals. Hi-Tag : Maximum audible radius from center (1024 = The largest grid square). When used in a sector without a Lo-Tag (although there are some exceptions), an ambient sound will be played. When used in a sector with a Lo-Tag, the sound will play when the sector's Lo-Tag function is activated. The MusicAndSFX sprite can be used in a few different ways: Set equal to a sprite's Lo-Tag used to unlock it (such as a Switch, Access Switch, or Touchplate). Most triggers cause a "unlocked"/"locked" message to be displayed. The ActivatorLocked locks a sector's Lo-Tag function until the player unlocks it with a trigger. The default speed of the effect is equivalent to using a GPSpeed with a value of 256. GPSpeed Lo-Tag : If the "automatic floor rise/lower" effect is used, this will determine its speed. Many of them will react in unexpected and interesting ways, some of which are undoubtedly useful. Note that an "automatic floor rise/lower" Touchplate effect will conflict with other effects which raise/lower the floor if they are located within the same sector. All other attributes of the Touchplate will apply as usual. The "automatic floor rise/lower" effect is silent, but the Channel could be used to activate other effects with MusicAndSFX. In the case of multiple Touchplates being in the same sector, the initial height of the floor is determined by the height of the Touchplate with the highest sprite number (i.e. However, "automatic floor rise/lower" Touchplates sharing a Channel value will trigger each other, and you can even place more than one of them in the same sector to create a "springboard" floor function (although this effect isn't perfect and tends to get stuck). This does not require a Channel value to work. The Touchplate height determines the floor's initial height, and the sector floor height determines where it will raise/lower to when triggered. Height : If the Touchplate is not at the same height as the floor of the sector, it will function as an "automatic floor rise/lower" effect. = Activate only when the player steps on the floor of the sector. Palette : = Single-Player-only (the only known sprite which does the exact opposite of the usual palette effect).Īngle : = Activate when the player enters the sector. = Activate this many times then never again. Hi-Tag : = Activate every time the player triggers the Touchplate. ![]() Set equal to an Activator, ActivatorLocked, or MasterSwitch Lo-Tag. The Touchplate will activate an Activator, ActivatorLocked, or MasterSwitch when triggered by the player's presence. The latter two modes are only intended to work with vertical doors. Set equal to a sprite's Lo-Tag used to activate it (such as a Switch, Access Switch, or Touchplate). The Activator is used to activate the sector Lo-Tag function or SectorEffectors within the sector. Other : Set Palette, Shade, Angle, Height, etc, according to the rules of the selected effect. Used to link another SectorEffector with the same Lo-Tag so they activate together. Check the "References - Sector/Effector Tags" section for the detailed list. Lo-Tag : A predefined number which tells a sector how to act. Some SectorEffector functions can be combined. The SectorEffector is used to manipulate sector attributes and create the game effects. Note that the descriptive term "Multiplayer" includes Co-Operative mode, whereas "DukeMatch" does not. As a general guideline, 'inactive' sprites tend to be compatible with all attributes, while 'active' sprites are usually more limited in this regard, but this varies depending on their individual code. However, this list is not exhaustive: There are still a few minor coded textures that are not listed, and some objects may be affected by angles, tags, or attributes, even though they are not documented here. I've fixed errors and added virtually every texture worth mentioning. This is loosely based on an excerpt from the BUILDHLP.TXT file included with the official Duke Nukem 3D: Atomic Edition CD. ![]()
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