Special Sprite Reference Guide




This came straight out of the BUILDHLP program. I'm duplicating it here for your reference.
Original Build Docs written by Allen H Blum III & Richard "Levelord" Gray.

For those SS that I have tutorial pages on, you'll see a link to the corresponding page.
Sector Effector :Sprite #1
Activator :Sprite #2
Touchplate :Sprite #3
Activator Locked :Sprite #4
Music And SFX :Sprite #5
Locators :Sprite #6
Cycler :Sprite #7
Masterswitch :Sprite #8
Respawn :Sprite #9
GPSpeed :Sprite #10
Access Switch :Sprite #130
Switch :Sprite #132 and all other Switches
Nuke Button :Sprite #142
Multiswitch :Sprite #146
Doortile :Tile #150 and all other Door Tiles
Dip Switch :Sprite #162
View Screen :Sprite #502
Crack1 :Sprite #546 and all other Cracks
Mirror :Sprite #560
Camera1 :Sprite #621
Cranepole :Sprite #1221
Crane :Sprite #1222
Can With Something :Sprite #1232
Seenine :Sprite #1247
FemPic1 :Sprite #1280
Aplayer :Sprite #1405



Sector Effector : Sprite #1
:The Sector Effector Sprite is used to create game effects and manipulate sector attributes. The SE is the main tool to create effects such as Earthquakes, Explosions, Lighting Effects, etc. Place a Sprite #1 in the sector to effect.
Lotag : Lots. See the Sector Effector Reference Guide for more specific details on all the effects you can do.
Hitag : Set equal to other SE Sprites with same Lotag to activate together. Certain effects require other sprites to have this hitag as well.


Activator : Sprite #2
:The Activator Sprite is used with Switches or the Touchplate sprit to activate the Sector Lotag function or any Sector Effectors within the Sector.
Lotag : Set equal to a Switch lotag or a Touchplate lotag.
Hitag : none


Touchplate : Sprite #3
:The Touchplate will activate an Activator or a Masterswitch Sprite when the player walks on the sector floor.
Lotag : Set equal to an Activator or a Masterswitch lotag
Hitag : 0 = Activate touchplate everytime player walks on the sector
>0 = The touchplate will only activate this many times when the player walks on the sector, then never again.


Activator Locked : Sprite #4
:The Activator Locked sprite will lock the sector's lotag function so it can not be activated by the player until it is unlocked with a switch.
Lotag : Set equal to a Switch's lotag to be toggled locked and unlocked.
Hitag : none.


Music And SFX : Sprite #5
:The Music and Sound Effects Sprite can be used in 3 ways.
1. Activation Sound:
When used in a sector with a Lotag, it will play a sound when the sector's lotag function is activated.
Lotag : Sound number
Hitag : none
2. Ambiente Sound:
When used in a sector with no lotag, it will play an ambiente sound.
Lotag : Ambiente sound
Hitag : Max distance the sound can be heard. 1024 equals the largest grid square size in build. This number could reach 10000 for larger areas.
3. Echo Effect:
When used in a sector with no lotag, it will cause all sounds to have an echo effect. sound.
Lotag : 1000 + the amount of echo from 0-255
Hitag : Max distance the sound can be heard. 1024 equals the largest grid square size in build. This number could reach 10000 for larger areas.


Locators : Sprite #6
:The locator sprite can be used to define a track for a Subway (SE 6 & SE 14) or to define a path for PigCop Recon Cars but not both in the same map. Plus you can only have a single path defined in a map.
Lotag : Set in an increasing order starting from 0 with no gaps in the count for all the Locator Spritesin the map. When the Subway or PigCop Recon Car reaches the last Locator sprite, it will loop back to the Locator sprite with a lotag of 0.
Hitag : If set to 1 (or any number greater than 0) the Subway will stop at the Locator sprite location for 5 seconds, then continue to the next Locator. The PigCop Recon Car is not affected.


Cycler : Sprite #7
:The Cycler Sprite is used to make the Sector Floor, Walls, and Ceiling pulsate in brightness.
Lotag : Set the offest of how bright it will start.
Hitag : none
Palette: Set to a color if needed.
Shade: Set to how bright the sector will get. Set the sector brightness to how dark it will get.


Masterswitch : Sprite #8
:The Master Switch Sprite is used to activate a Sector Lotag or a Sector Effector after a time delay. This can only be acitvated by a Touchplate sprite.
Lotag : Set equal to a Touchplate Sprite Lotag to be activated by.
Hitag : Set for time delay until activation of Sector Tag or Sector Effector Sprite.


Respawn : Sprite #9
:The Respawn Sprite is used to Teleport in Actors and Items when activated by a Touchplate Sprite.
Lotag : Set equal to Touchplate Sprite Lotag to be activated by.
Hitag : Set equal to any Sprite Number that has a name with it in Build or Editart.


GPSpeed : Sprite #10
:The GPSpeed Sprite is used to define the rate of movement for such things as Sector Tag 20 (Ceiling Door) and Sector Effector 0 (Rotate Sector.) Can be used in certain cases to determine the length of movement as well (Sliding Doors.)
Lotag : Set to rate.
Hitag : none


Access Switch : Sprite #130
:The Access Switch is used to unlock or activate something when used with a Key Card. Use the Palette to define what card to use.
Lotag : Set equal to Activator or Activator-Locked Sprite Lotag to use.
Hitag : Set to play sound when activated (212 is common.)


Switch : Sprite #132 and all other Switches
:The Switch is used to unlock or activate something when activated by the space key.
Lotag : Set equal to Activator or Activator-Locked Sprite Lotag to use.
Hitag : Set to play sound when activated.
Palette: 0 = Default
1 = Multi-play only


Nuke Button : Sprite #142
:The Nuke Button is used to end a level and goto the stat screen. It can also be used to goto a bonus level.
Lotag : Set to 32767 to end a level and goto stat screen.
Set to 1-11 to goto a bonus level in the same volume.
Hitag : none
Palette: 0 = Default
14 = Bonus Level


Multiswitch : Sprite #146
:The Multi-Switch can activate 4 multiple Activator Sprites. It uses 4 consecutive Lotags to activate each Activator. When first switched, it activates Activator Sprites A and D. The next time it activates Activator Sprites A and B, then B and C, C and D, then back to A and D again.
Lotag : Set equal to Activator Sprites A, B+1, C+2, and D+3.
Hitag : none


Doortile 5 : Tile #150 and all other Doortiles
:The Door Tiles can be used to activate Activator Sprites when the player presses upon the wall.
Wall Lotag : Set Equal to Activator Sprite Lotag to activate.
Wall Hitag : none


Dipswitch : Sprite #162
:The Dip Switch is used as a combination switch with an Activator or Activator Locked Sprite. All Dip Switches with equal Lotags will be used for the combination.
Lotag : Set equal to Activator or Activator Locked Sprite Lotag.
Hitag : 0 = Set to off
1 = Set to on


View Screen : Sprite #502
:The View Screen is used to view through Cameras (Sprite #621) placed around the map. It will view through all Cameras with equal Lotags.
Lotag : none
Hitag : Set equal to Camera1 Sprites #621.


Crack1 : Sprite #546 and all other Cracks
:The Crack Sprite is used to activate explosions (SE 13) and other effects.
Lotag : none
Hitag : Set equal to SE 13 Hitag to Activate. See the Explosions tutorial for more details.
Palette : Set to 1 for Multi-Play mode only


Mirror : Tile #560
:The Mirror tile is used to place a mirror in the map. For more details, check out the Mirror Tutorial.


Camera1 : Sprite #621
:The Camera Sprite is used to be able to view through using the ViewScreen Sprite.
Lotag : Set equal to the ViewScreen Sprite Hitag to be viewed through.
Hitag : Set to amount of turning radius. 0 equals none. 2048 equals 360 degrees
Shade : Set to angle of facing down.
Angle : Set to direction to point.


Cranepole : Sprite #1221
:The Cranepole Sprite is used as a pickup or destination point for the Crane sprite.
Lotag : none
Hitag : Set equal to the Crane Sprite Hitag
Attributes : Set to blocking


Crane : Sprite #1222
:The Crane Sprite is used as a starting point and drop zone for Cranes.
Lotag : none
Hitag : Set equal to the Cranepole Sprite Hitag
Angle : Set to direction of travel towards Cranepole Sprite


Can With Something : Sprite #1232
:The Can With Something is used to spawn an object when it is shot.
Lotag : Set to Sprite number with a name in Build or EditArt to spawn when shot.


SeeNine : Sprite #1247
:The SeeNine Sprite is used to activate Explosions (SE 13) and other effects. It can also be used to time delay explosions.
Lotag : Set equal to time delay until explosion.
Hitag : Set equal to SE 13 Hitag to activate.
Size : If the Sprite is shrunk in the x direction, then the sprite will not be seen in the game, but the explosion will.


FemPic1 : Sprite #1280
:The Fem Pics are used to activate the Respawn Sprite to spawn in any Sprite with a name in Build or Editart.
Lotag : none
Hitag : Set equal to Respawn sprite to activate


APlayer : Sprite #1405
:The APlayer Sprite is used to define where all multi-players will start in the map. You must have a minimum of 7 sprites in the map for an 8 player multi-play game and a minimum of 7 sprites in the map for an 8 player Coop game
Lotag : 0 = Multi-Player start position (Default)
1 = Coop-Player start position





Duke Nukem 3D is copyright ©1996 , All Rights reserved.

THIS PAGE IS NOT MADE BY OR SUPPORTED BY 3D REALMS

Copyright ©1996 Tyler Matthews, All Rights reserved.
Go back to my Duke FAQ BUILD page
Go back to my Duke FAQ BUILD page Text-Only