Navigate InfoSuite Introduction README The Basics Advanced FX References Game Secrets Hosted At | References - Compatibility Listings Compatibility Listings These are just a variety of compatibility listings. Throughout the guide, I frequently refer to sprites as being either 'active' or 'inactive'. The term 'active' refers to an 'actor', which is a sprite with coded functionality, while 'inactive' generally refers to decorative sprites with no coded functionality. These labels are guidelines only, and their purpose is to assist in estimating which sprites will be compatible with which effects. Unfortunately, there is no universal list of compatible sprites, because the source code is just too inconsistent. I started this page because I was tired of wondering exactly which sprites are compatible with which effects. This information is based on a combination of testing and coarse ingenuity. To make the process more bearable, most of the testing was done using EDuke32, so there may be a few obscure differences between the original game and EDuke32 which I did not catch (although I think I caught most of them). I highly doubt these lists are perfect, so if you think an unlisted sprite may also be compatible, be sure to test it! Compatibility Listings Enemies Fallers Automatic Shooter Projectiles Fem Actor Respawn Triggers Multiplayer-Only Sprites DukeMatch-Only Sprites Respawn Skill Settings Teleportable Sprites Collapsable Sprites Conveyor Belt Crane Triggers 'Animated' Textures Enemies The following sprites comprise the technical list of enemies as defined in the source code. Aside from the individual Protozoid Slimer frames of animation (#2371 - #2377), all of these sprites will be affected in-game by the `DNMONSTERS` cheat. Note that enemy corpses/eggshells will only be affected by this cheat if they were spawned from a 'live' enemy sprite, so they are not included in this list. Assume that all of these sprites count towards the total enemy tally, unless noted otherwise. `EGG` (#675) (does not count towards total enemy tally unless killed; potentially spawned Protozoid Slimer will count towards total enemy tally) `RAT` (#1267) (does not count towards total enemy tally; cannot be killed) `SHARK` (#1550) (does not count towards total enemy tally unless killed) `LIZTROOP` (#1680) `LIZTROOPRUNNING` (#1681) `LIZTROOPSTAYPUT` (#1682) `LIZTROOPSHOOT` (#1715) `LIZTROOPJETPACK` (#1725) `LIZTROOPONTOILET` (#1741) `LIZTROOPJUSTSIT` (#1742) `LIZTROOPDUCKING` (#1744) `(cannon)` (#1810) `OCTABRAIN` (#1820) `OCTABRAINSTAYPUT` (#1821) `DRONE` (#1880) `COMMANDER` (#1920) `COMMANDERSTAYPUT` (#1921) `RECON` (#1960) (spawned Pig Cop also counts towards total enemy tally) `TANK` (#1975) (potentially spawned Pig Cop also counts towards total enemy tally) `PIGCOP` (#2000) `PIGCOPSTAYPUT` (#2001) `PIGCOPDIVE` (#2045) `LIZMAN` (#2120) `LIZMANSTAYPUT` (#2121) `LIZMANSPITTING` (#2150) `LIZMANFEEDING` (#2160) (counts towards total enemy tally; cannot be killed) `LIZMANJUMP` (#2165) `ROTATEGUN` (#2360) `GREENSLIME` (#2370) `(greenslime)` (#2371) (does not count towards total enemy tally; cannot be killed) `(greenslime)` (#2372) (does not count towards total enemy tally; cannot be killed) `(greenslime)` (#2373) (does not count towards total enemy tally; cannot be killed) `(greenslime)` (#2374) (does not count towards total enemy tally; cannot be killed) `(greenslime)` (#2375) (does not count towards total enemy tally; cannot be killed) `(greenslime)` (#2376) (does not count towards total enemy tally; cannot be killed) `(greenslime)` (#2377) (does not count towards total enemy tally; cannot be killed) `ORGANTIC` (#2420) `BOSS1` (#2630) `BOSS1STAYPUT` (#2631) `BOSS2` (#2710) (requires sectors with a Lo-Tag value of 3 in order to roam freely) `BOSS3` (#2760) `NEWBEAST` (#4610) `NEWBEASTSTAYPUT` (#4611) `NEWBEASTHANG` (#4670) `NEWBEASTHANGDEAD` (#4671) (counts towards total enemy tally; does not add to it when killed) `NEWBEASTJUMP` (#4690) `BOSS4` (#4740) (potentially spawned Protector Drones also count towards total enemy tally) `BOSS4STAYPUT` (#4741) (potentially spawned Protector Drones also count towards total enemy tally) Fallers Delayed Fallers: The following sprites will fall to the floor after they have 'seen' the player. Note that enemy corpses/eggshells will only fall if they were spawned from a 'live' enemy sprite, so they are not included in this list. `FIRSTGUNSPRITE` (#21) `CHAINGUNSPRITE` (#22) `RPGSPRITE` (#23) `FREEZESPRITE` (#24) `SHRINKERSPRITE` (#25) `HEAVYHBOMB` (#26) `TRIPBOMBSPRITE` (#27) `SHOTGUNSPRITE` (#28) `DEVISTATORSPRITE` (#29) `FREEZEAMMO` (#37) `AMMO` (#40) `BATTERYAMMO` (#41) `DEVISTATORAMMO` (#42) `RPGAMMO` (#44) `GROWAMMO` (#45) `CRYSTALAMMO` (#46) `HBOMBAMMO` (#47) `AMMOLOTS` (#48) (invisible) `SHOTGUNAMMO` (#49) `COLA` (#51) `SIXPAK` (#52) `FIRSTAID` (#53) `SHIELD` (#54) `STEROIDS` (#55) `AIRTANK` (#56) `JETPACK` (#57) `HEATSENSOR` (#59) `ACCESSCARD` (#60) `BOOTS` (#61) `ATOMICHEALTH` (#100) `EGG` (#675) `STATUE` (#753) `WOODENHORSE` (#904) `HORSEONSIDE` (#1026) `NUKEBARREL` (#1227) `NUKEBARRELDENTED` (#1228) `NUKEBARRELLEAKED` (#1229) `SOMETHING` (#1232) `EXPLODINGBARREL` (#1238) `FIREBARREL` (#1240) `RAT` (#1267) `PODFEM1` (#1294) `FEM1` (#1312) `FEM2` (#1317) `FEM3` (#1321) `FEM5` (#1323) `BLOODYPOLE` (#1324) `FEM4` (#1325) `FEM8` (#1336) `HOLODUKE` (#1348) `FIREVASE` (#1390) `FEM7` (#1395) `LIZTROOP` (#1680) `LIZTROOPRUNNING` (#1681) `LIZTROOPSTAYPUT` (#1682) `LIZTROOPSHOOT` (#1715) `LIZTROOPONTOILET` (#1741) `LIZTROOPJUSTSIT` (#1742) `LIZTROOPDUCKING` (#1744) `TANK` (#1975) `PIGCOP` (#2000) `PIGCOPSTAYPUT` (#2001) `PIGCOPDIVE` (#2045) `LIZMAN` (#2120) (jumps first if raised more than a few units above the floor) `LIZMANSTAYPUT` (#2121) `LIZMANSPITTING` (#2150) `LIZMANJUMP` (#2165) (jumps first) `GREENSLIME` (#2370) `BOSS1` (#2630) `BOSS1STAYPUT` (#2631) `BOSS2` (#2710) (requires sectors with a Lo-Tag value of 3 in order to roam freely) `BOSS3` (#2760) `FEM9` (#3450) `SOMETHING2` (#4580) `SOMETHING3` (#4581) `SOMETHING4` (#4582) `NEWBEAST` (#4610) `NEWBEASTSTAYPUT` (#4611) `NEWBEASTJUMP` (#4690) (jumps first) `BOSS4` (#4740) `BOSS4STAYPUT` (#4741) `FEM10` (#4864) `TOUGHGAL` (#4866) Immediate Fallers: The following sprites will fall to the floor immediately upon map load. There will be a very slight delay before they fall, but they do not depend on 'seeing' the player. `STATUEFLASH` (#869) `BOX` (#951) `DONUTS` (#1045) `MONEY` (#1233) (slowly drifts down to floor) `DUKELYINGDEAD` (#1518) (ceases to exist after duration) `DUKETORSO` (#1520) (quickly ceases to exist) `DUKEGUN` (#1528) (quickly ceases to exist) `DUKELEG` (#1536) (quickly ceases to exist) `MORTER` (#1650) (explodes if dropped from sufficient height) `HEADJIB1` (#1768) (quickly ceases to exist) `ARMJIB1` (#1772) (quickly ceases to exist) `LEGJIB1` (#1776) (quickly ceases to exist) `LIZMANHEAD1` (#2201) (quickly ceases to exist) `LIZMANARM1` (#2205) (quickly ceases to exist) `LIZMANLEG1` (#2209) (quickly ceases to exist) `JIBS1` (#2245) (quickly ceases to exist) `JIBS2` (#2250) (quickly ceases to exist) `JIBS3` (#2255) (quickly ceases to exist) `JIBS4` (#2260) (quickly ceases to exist) `JIBS5` (#2265) (quickly ceases to exist) `JIBS6` (#2286) (quickly ceases to exist) `RESPAWNMARKERRED` (#3190) (ceases to exist after duration) `GUNPOWDERBARREL` (#4360) `HATRACK` (#4367) `DESKLAMP` (#4370) `COFFEEMACHINE` (#4372) `CUPS` (#4373) `GAVALS` (#4374) `GAVALS2` (#4375) `POLICELIGHTPOLE` (#4377) `FLOORBASKET` (#4388) `TEDDYBEAR` (#4400) `ROBOTDOG` (#4402) `ROBOTPIRATE` (#4404) `ROBOTMOUSE` (#4407) `MAIL` (#4410) (slowly drifts down to floor) `MAILBAG` (#4413) `COFFEEMUG` (#4438) `DONUTS2` (#4440) `METER` (#4453) `DESKPHONE` (#4454) `GUMBALLMACHINE` (#4458) `GUMBALLMACHINEBROKE` (#4459) `PAPER` (#4460) (slowly drifts down to floor) `MACE` (#4464) `WETFLOOR` (#4495) `BROOM` (#4496) `MOP` (#4497) `PIRATE1A` (#4510) `PIRATE4A` (#4511) `PIRATE2A` (#4512) `PIRATE5A` (#4513) `PIRATE3A` (#4514) `PIRATE6A` (#4515) `PIRATEHALF` (#4516) `CHESTOFGOLD` (#4520) `FOODOBJECT1` (#4530) `FOODOBJECT3` (#4532) `FOODOBJECT4` (#4533) `FOODOBJECT5` (#4534) (invisible) `FOODOBJECT7` (#4536) `FOODOBJECT8` (#4537) `FOODOBJECT9` (#4538) `FOODOBJECT10` (#4539) `FOODOBJECT11` (#4540) `FOODOBJECT12` (#4541) `FOODOBJECT13` (#4542) `FOODOBJECT14` (#4543) `FOODOBJECT15` (#4544) `FOODOBJECT16` (#4545) `FOODOBJECT17` (#4546) `FOODOBJECT18` (#4547) `FOODOBJECT19` (#4548) `FOODOBJECT20` (#4549) `HEADLAMP` (#4550) `ROBOTDOG2` (#4560) `JOLLYMEAL` (#4569) `DUKEBURGER` (#4570) `SHOPPINGCART` (#4576) `SNAKEP` (#4590) `MAN` (#4871) `MAN2` (#4872) `WOMAN` (#4874) `PLEASEWAIT` (#4887) Other Fallers: The following sprites may not necessarily 'fall' to the floor, but their Z co-ordinates do shift in various ways. The following terms are used in this list: 'delayed' means that the sprite waits until it has 'seen' the player before acting; 'immediate' means the sprite acts immediately upon map load, but there will be a perceptible pause before it acts; 'instant' means that the sprite acts instantaneously without any pause whatsoever. `DOORSHOCK` (#160) (instant; starts on floor, stretched between floor/ceiling if possible) `FOOTPRINTS` (#550) (instant; starts on floor) `WATERDRIP` (#660) (instant; spawns drips from set height) `WATERBUBBLE` (#661) (instant; floats up and ceases to exist) `FOOTPRINTS2` (#672) (instant; starts on floor) `FOOTPRINTS3` (#673) (instant; starts on floor) `FOOTPRINTS4` (#674) (instant; starts on floor) `BOUNCEMINE` (#940) (delayed; only falls when it's in a sector with Lo-Tag 1, explodes on impact) `RUBBERCAN` (#1062) (instant; slightly shifts Z co-ordinate) `CRANEPOLE` (#1221) (instant; starts near ceiling when combined with the `CRANE` (#1222)) `CRANE` (#1222) (instant; starts near ceiling when combined with the `CRANEPOLE` (#1221)) `BLOODPOOL` (#1226) (instant; starts on floor, automatically becomes floor-aligned except in sector with Lo-Tag 1) `TRASH` (#1272) (instant; falls as coded, quickly ceases to exist) `HELECOPT` (#1346) (instant; falls as coded, ceases to exist after duration) `APLAYER` (#1405) (instant; starts submerged in floor (if touching floor) in Multiplayer modes) `SHARK` (#1550) (instant; slightly shifts Z co-ordinate, locks at that height) `TONGUE` (#1647) (instant; shifts Z co-ordinate up, quickly ceases to exist) `LIZTROOPJETPACK` (#1725) (delayed; doesn't fall until it turns off jetpack) `(cannon)` (#1810) (instant; slightly shifts Z co-ordinate) `CANNONBALL` (#1817) (immediate; begins to fall after some firing distance, explodes on impact) `OCTABRAIN` (#1820) (delayed; floats) `OCTABRAINSTAYPUT` (#1821) (delayed; floats) `DRONE` (#1880) (delayed; floats) `COMMANDER` (#1920) (delayed; floats) `COMMANDERSTAYPUT` (#1921) (delayed; floats) `RECON` (#1960) (delayed; floats) `LIZMANFEEDING` (#2160) (instant; slightly shifts Z co-ordinate) `BURNING` (#2270) (instant; starts on floor, ceases to exist after duration) `FIRE` (#2271) (instant; starts on floor) `BLOODSPLAT1` (#2296) (instant; slightly shifts Z co-ordinate, automatically becomes wall-aligned) `BLOODSPLAT3` (#2297) (instant; slightly shifts Z co-ordinate, automatically becomes wall-aligned) `BLOODSPLAT2` (#2298) (instant; slightly shifts Z co-ordinate, automatically becomes wall-aligned) `BLOODSPLAT4` (#2299) (instant; slightly shifts Z co-ordinate, automatically becomes wall-aligned) `OOZ` (#2300) (instant; starts on floor, stretched between floor/ceiling if possible) `OOZ2` (#2309) (instant; starts on floor, stretched between floor/ceiling if possible) `BURNING2` (#2310) (instant; starts on floor, ceases to exist after duration) `FIRE2` (#2311) (instant; starts on floor) `ROTATEGUN` (#2360) (instant; slightly shifts Z co-ordinate) `ORGANTIC` (#2420) (instant; slightly shifts Z co-ordinate) `DUKECAR` (#2491) (instant; falls as coded, ceases to exist after duration) `FORCESPHERE` (#2590) (delayed; spawns many Z-shifted sprites) `PUKE` (#4389) (instant; starts on floor, automatically becomes floor-aligned except in sector with Lo-Tag 1) `NEWBEASTHANG` (#4670) (delayed; doesn't fall until provoked) `NEWBEASTHANGDEAD` (#4671) (instant; slightly shifts Z co-ordinate) Automatic Shooter Projectiles The following projectiles are compatible with the Automatic Shooter effect. These textures are listed in the source code as being compatible with the 'shoot' keyword, so this doubles as a technical list of projectiles. Check the "References - Sector/Effector Tags" Section for details of implementation. `BOUNCEMINE` (#940) `COOLEXPLOSION1` (#1360) `FIRELASER` (#1625) `SPIT` (#1636) `FREEZEBLAST` (#1641) `MORTER` (#1650) `BLOODSPLAT1` (#2296) (automatically spawns as wall-aligned) `BLOODSPLAT3` (#2297) (automatically spawns as wall-aligned) `BLOODSPLAT2` (#2298) (automatically spawns as wall-aligned) `BLOODSPLAT4` (#2299) (automatically spawns as wall-aligned) `GROWSPARK` (#2448) `KNEE` (#2521) `CHAINGUN` (#2536) `SHRINKER` (#2556) `HANDHOLDINGLASER` (#2563) `SHOTSPARK1` (#2595) `RPG` (#2605) `SHOTGUN` (#2613) Fem Actor Respawn Triggers The following Fem actors with a Hi-Tag `Channel` value can trigger Respawn sprites. The source code was used as a reference to ensure accuracy. `NAKED1` (#603) `PODFEM1` (#1294) `FEM1` (#1312) `FEM2` (#1317) `FEM3` (#1321) `FEM5` (#1323) `FEM4` (#1325) `FEM6` (#1334) `FEM8` (#1336) `FEM7` (#1395) `FEM9` (#3450) `FEM10` (#4864) Multiplayer-Only Sprites If the following sprites are assigned a palette value greater than zero, they will only appear in Multiplayer. The descriptive term 'Multiplayer' includes both DukeMatch and Co-Operative. Note that an untagged `APLAYER` (#1405) sprite is also technically DukeMatch-Only (and with a Lo-Tag of 1, it will be Co-Operative-Only), but since this is its default coded behaviour, and it does not require a palette, it is not included in this list. `MUSICANDSFX` (#5) (palette value must be 1) `RESPAWN` (#9) (palette value must be 1) `FIRSTGUNSPRITE` (#21) `CHAINGUNSPRITE` (#22) `RPGSPRITE` (#23) `FREEZESPRITE` (#24) `SHRINKERSPRITE` (#25) `HEAVYHBOMB` (#26) `TRIPBOMBSPRITE` (#27) `SHOTGUNSPRITE` (#28) `DEVISTATORSPRITE` (#29) `FREEZEAMMO` (#37) `AMMO` (#40) `BATTERYAMMO` (#41) `DEVISTATORAMMO` (#42) `RPGAMMO` (#44) `GROWAMMO` (#45) `CRYSTALAMMO` (#46) `HBOMBAMMO` (#47) `AMMOLOTS` (#48) (invisible) `SHOTGUNAMMO` (#49) `COLA` (#51) `SIXPAK` (#52) `FIRSTAID` (#53) `SHIELD` (#54) `STEROIDS` (#55) `AIRTANK` (#56) `JETPACK` (#57) `HEATSENSOR` (#59) `BOOTS` (#61) `ATOMICHEALTH` (#100) `CRACK1` (#546) (automatically becomes wall-aligned) `CRACK2` (#547) (automatically becomes wall-aligned) `CRACK3` (#548) (automatically becomes wall-aligned) `CRACK4` (#549) (automatically becomes wall-aligned) `CAMERAPOLE` (#554) `REACTOR2` (#578) `CAMERA1` (#621) `(camera1)` (#622) `(camera1)` (#623) `(camera1)` (#624) `(camera1)` (#625) `FIREEXT` (#916) `GENERICPOLE` (#977) `REACTOR` (#1088) `HOLODUKE` (#1348) `RECON` (#1960) (only compatible enemy) `DUKETAG` (#4900) `SIGN1` (#4909) `SIGN2` (#4912) DukeMatch-Only Sprites If the following sprites are assigned a palette value greater than zero, they will only appear in DukeMatch. These sprites must be wall-aligned as a requirement of compatibility. You may notice that this list is almost exclusively comprised of wall switches (except that `HANDPRINTSWITCH` (#1155) and #1156 are not functional as such). In fact, `ACCESSSWITCH` (#130) and `ACCESSSWITCH2` (#170) are the only switch sprites missing from this list. Note that an untagged `APLAYER` (#1405) sprite is also technically DukeMatch-Only, but since this is its default coded behaviour, and it does not require a palette, it is not included in this list. `SLOTDOOR` (#132) `(slotdoor)` (#133) `LIGHTSWITCH` (#134) `(lightswitch)` (#135) `SPACEDOORSWITCH` (#136) `(spacedoorswitch)` (#137) `SPACELIGHTSWITCH` (#138) `(spacelightswitch)` (#139) `FRANKENSTINESWITCH` (#140) `(frankenstineswitch)` (#141) `MULTISWITCH` (#146) `(multiswitch)` (#147) `(multiswitch)` (#148) `(multiswitch)` (#149) `DIPSWITCH` (#162) `(dipswitch)` (#163) `DIPSWITCH2` (#164) `(dipswitch2)` (#165) `TECHSWITCH` (#166) `(techswitch)` (#167) `DIPSWITCH3` (#168) `(dipswitch3)` (#169) `LIGHTSWITCH2` (#712) `(lightswitch2)` (#713) `POWERSWITCH1` (#860) `(powerswitch1)` (#861) `LOCKSWITCH1` (#862) `(lockswitch1)` (#863) `POWERSWITCH2` (#864) `(powerswitch2)` (#865) `HANDSWITCH` (#1111) `(handswitch)` (#1112) `PULLSWITCH` (#1122) `(pullswitch)` (#1123) `ALIENSWITCH` (#1142) `(alienswitch)` (#1143) `HANDPRINTSWITCH` (#1155) #1156 Respawn The following sprites can be spawned from the Respawn sprite or a Something/Can With Something. Note that while the majority of sprites technically spawn, most of them spawn with x/y repeat values of 0 (a null size), and hence are not considered compatible. Also note that the `APLAYER` sprite will only be spawned in DukeMatch mode, but unfortunately does not function as a new player spawn point, and so is also considered incompatible. This list was determined by checking spawned sprites for non-zero x/y repeat values. I also did some manual testing for less obvious compatible sprites. Fully Compatible Respawn Sprites: The following sprites spawn with 'normal' x/y repeat values. `FIRSTGUNSPRITE` (#21) `CHAINGUNSPRITE` (#22) `RPGSPRITE` (#23) `FREEZESPRITE` (#24) `SHRINKERSPRITE` (#25) `HEAVYHBOMB` (#26) `TRIPBOMBSPRITE` (#27) `SHOTGUNSPRITE` (#28) `DEVISTATORSPRITE` (#29) `FREEZEAMMO` (#37) `AMMO` (#40) `BATTERYAMMO` (#41) `DEVISTATORAMMO` (#42) `RPGAMMO` (#44) `GROWAMMO` (#45) `CRYSTALAMMO` (#46) `HBOMBAMMO` (#47) `AMMOLOTS` (#48) (invisible) `SHOTGUNAMMO` (#49) `COLA` (#51) `SIXPAK` (#52) `FIRSTAID` (#53) `SHIELD` (#54) `STEROIDS` (#55) `AIRTANK` (#56) `JETPACK` (#57) `HEATSENSOR` (#59) `ACCESSCARD` (#60) `BOOTS` (#61) `ATOMICHEALTH` (#100) `DOORSHOCK` (#160) `FOOTPRINTS` (#550) (automatically spawns as floor-aligned) `WATERBUBBLE` (#661) (floats up and ceases to exist) `FOOTPRINTS2` (#672) (automatically spawns as floor-aligned) `FOOTPRINTS3` (#673) (automatically spawns as floor-aligned) `FOOTPRINTS4` (#674) (automatically spawns as floor-aligned) `WOODENHORSE` (#904) `BOUNCEMINE` (#940) `BULLETHOLE` (#952) (automatically spawns as wall-aligned) `HORSEONSIDE` (#1026) `RUBBERCAN` (#1062) `BLOODPOOL` (#1226) (automatically becomes floor-aligned except in sector with Lo-Tag 1) `NUKEBARREL` (#1227) `NUKEBARRELDENTED` (#1228) `NUKEBARRELLEAKED` (#1229) `SOMETHING` (#1232) (spawn this from another Something/Can With Something for the matryoshka doll effect) `MONEY` (#1233) (slowly drifts down to floor) `EXPLODINGBARREL` (#1238) `FIREBARREL` (#1240) `STEAM` (#1250) (automatically spawns as wall-aligned) `CEILINGSTEAM` (#1255) `TRANSPORTERBEAM` (#1261) `RAT` (#1267) `TRASH` (#1272) (quickly ceases to exist) `HOLODUKE` (#1348) `WATERSPLASH2` (#1380) (instantly ceases to exist) `FIREVASE` (#1390) `SHARK` (#1550) `BLOOD` (#1620) (quickly ceases to exist) `TRANSPORTERSTAR` (#1630) (spawn this from a Respawn sprite for comical effect) `SHRINKEREXPLOSION` (#1656) (quickly ceases to exist) `LIZTROOP` (#1680) `LIZTROOPRUNNING` (#1681) `LIZTROOPSTAYPUT` (#1682) `LIZTROOPSHOOT` (#1715) `LIZTROOPJETPACK` (#1725) `LIZTROOPONTOILET` (#1741) `LIZTROOPJUSTSIT` (#1742) `LIZTROOPDUCKING` (#1744) `CANNONBALL` (#1817) (quickly moves and explodes on impact) `OCTABRAIN` (#1820) `OCTABRAINSTAYPUT` (#1821) `DRONE` (#1880) `EXPLOSION2` (#1890) (quickly ceases to exist) `COMMANDER` (#1920) `COMMANDERSTAYPUT` (#1921) `TANK` (#1975) `PIGCOP` (#2000) `PIGCOPSTAYPUT` (#2001) `PIGCOPDIVE` (#2045) `LIZMAN` (#2120) `LIZMANSTAYPUT` (#2121) `LIZMANSPITTING` (#2150) `LIZMANFEEDING` (#2160) `LIZMANJUMP` (#2165) `FECES` (#2200) `EXPLOSION2BOT` (#2219) (quickly ceases to exist) `BURNING` (#2270) (ceases to exist after duration) `FIRE` (#2271) `BLOODSPLAT1` (#2296) (automatically spawns as wall-aligned) `BLOODSPLAT3` (#2297) (automatically spawns as wall-aligned) `BLOODSPLAT2` (#2298) (automatically spawns as wall-aligned) `BLOODSPLAT4` (#2299) (automatically spawns as wall-aligned) `OOZ` (#2300) `OOZ2` (#2309) `BURNING2` (#2310) (ceases to exist after duration) `FIRE2` (#2311) `SMALLSMOKE` (#2329) (quickly ceases to exist) `ROTATEGUN` (#2360) `GREENSLIME` (#2370) `WATERDRIPSPLASH` (#2380) `ORGANTIC` (#2420) `GROWSPARK` (#2448) (quickly ceases to exist) `SHELL` (#2533) `SHOTGUNSHELL` (#2535) `TRIPBOMB` (#2566) `LASERLINE` (#2567) (automatically spawns as wall-aligned) `FORCESPHERE` (#2590) (cannot perform coded functions after spawning) `BOSS1` (#2630) `BOSS1STAYPUT` (#2631) `BOSS2` (#2710) (requires sectors with a Lo-Tag value of 3 in order to roam freely) `BOSS3` (#2760) `RESPAWNMARKERRED` (#3190) (ceases to exist after duration) `PUKE` (#4389) (automatically becomes floor-aligned except in sector with Lo-Tag 1) `MAIL` (#4410) (slowly drifts down to floor) `PAPER` (#4460) (slowly drifts down to floor) `SOMETHING2` (#4580) (spawn this from another Something/Can With Something for the matryoshka doll effect) `SOMETHING3` (#4581) (spawn this from another Something/Can With Something for the matryoshka doll effect) `SOMETHING4` (#4582) (spawn this from another Something/Can With Something for the matryoshka doll effect) `NEWBEAST` (#4610) `NEWBEASTHANG` (#4670) `NEWBEASTHANGDEAD` (#4671) `BOSS4` (#4740) `BOSS4STAYPUT` (#4741) Partially Compatible Respawn Sprites: The following sprites spawn with x/y repeat values equal to 1, which means they will be as tiny as a speck of dust. It seems that some of these sprites float upwards in the original game, even if they are not floor-aligned. This bug has been fixed in EDuke32. `SPACESHUTTLE` (#487) `SATELLITE` (#489) `STATUEFLASH` (#869) `DONUTS` (#1045) `CLOCK` (#1060) `FIRELASER` (#1625) `SPIT` (#1636) `FREEZEBLAST` (#1641) `DEVISTATORBLAST` (#1642) `SHRINKSPARK` (#1646) `MORTER` (#1650) (explodes if dropped from sufficient height) `FORCERIPPLE` (#1671) (quickly ceases to exist) `(cannon)` (#1810) `(cannonballs)` (#1818) `KNEE` (#2521) `CHAINGUN` (#2536) `SHOTSPARK1` (#2595) (quickly ceases to exist) `RPG` (#2605) `SHOTGUN` (#2613) `LAVABUBBLE` (#4340) `GUNPOWDERBARREL` (#4360) `HATRACK` (#4367) `DESKLAMP` (#4370) `COFFEEMACHINE` (#4372) `CUPS` (#4373) `GAVALS` (#4374) `GAVALS2` (#4375) `POLICELIGHTPOLE` (#4377) `FLOORBASKET` (#4388) `TOPSECRET` (#4396) `SPEAKER` (#4397) (automatically becomes floor-aligned) `TEDDYBEAR` (#4400) `ROBOTDOG` (#4402) `ROBOTPIRATE` (#4404) `ROBOTMOUSE` (#4407) `MAILBAG` (#4413) `HOTMEAT` (#4427) `COFFEEMUG` (#4438) `DONUTS2` (#4440) `METER` (#4453) `DESKPHONE` (#4454) `GUMBALLMACHINE` (#4458) `GUMBALLMACHINEBROKE` (#4459) `MACE` (#4464) `WETFLOOR` (#4495) `BROOM` (#4496) `MOP` (#4497) `PIRATE1A` (#4510) `PIRATE4A` (#4511) `PIRATE2A` (#4512) `PIRATE5A` (#4513) `PIRATE3A` (#4514) `PIRATE6A` (#4515) `PIRATEHALF` (#4516) `CHESTOFGOLD` (#4520) `FOODOBJECT1` (#4530) `FOODOBJECT2` (#4531) `FOODOBJECT3` (#4532) `FOODOBJECT4` (#4533) `FOODOBJECT5` (#4534) (invisible) `FOODOBJECT6` (#4535) `FOODOBJECT7` (#4536) `FOODOBJECT8` (#4537) `FOODOBJECT9` (#4538) `FOODOBJECT10` (#4539) `FOODOBJECT11` (#4540) `FOODOBJECT12` (#4541) `FOODOBJECT13` (#4542) `FOODOBJECT14` (#4543) `FOODOBJECT15` (#4544) `FOODOBJECT16` (#4545) `FOODOBJECT17` (#4546) `FOODOBJECT18` (#4547) `FOODOBJECT19` (#4548) `FOODOBJECT20` (#4549) `HEADLAMP` (#4550) `SKINNEDCHICKEN` (#4554) `FEATHEREDCHICKEN` (#4555) `ROBOTDOG2` (#4560) `JOLLYMEAL` (#4569) `DUKEBURGER` (#4570) `SHOPPINGCART` (#4576) `SNAKEP` (#4590) `DOLPHIN1` (#4591) `DOLPHIN2` (#4592) `NEWBEASTSTAYPUT` (#4611) `NEWBEASTJUMP` (#4690) `MAN` (#4871) `MAN2` (#4872) `WOMAN` (#4874) `PLEASEWAIT` (#4887) Notable Respawn Sprites: The following sprites spawn with x/y repeat values equal to 0, but still have an effect. The ones that must 'see' the player adjust their x/y repeat values upon doing so. `TOUCHPLATE` (#3) (can be used for floor raising effect; can also trigger some effects using `Channel` 0) `BOLT1` (#634) (must 'see' player, then causes sector lighting to flash) `(bolt1)` (#635) (must 'see' player, then causes sector lighting to flash) `(bolt1)` (#636) (must 'see' player, then causes sector lighting to flash) `(bolt1)` (#637) (must 'see' player, then causes sector lighting to flash) `WATERBUBBLEMAKER` (#662) (spawns bubbles when player is near) `TOILETWATER` (#921) (must 'see' player, then becomes visible and plays sound effects) `FLOORFLAME` (#2333) (still plays sound effects and damages player) Incompatible Enemies: The following sprites are the only enemies which are not compatible with the Respawn effect. `EGG` (#675) `RECON` (#1960) (the Pig Cop recognition sound effect plays, but the sprite does not appear, even with Locators placed) Skill Settings The following sprites are compatible with a Skill Setting Lo-Tag. This list was collected by dumping debug.map before and after applying the `DNSKILL` cheat to a test map, then comparing the map dumps for missing textures. Some verification and testing was also involved. `FIRSTGUNSPRITE` (#21) `CHAINGUNSPRITE` (#22) `RPGSPRITE` (#23) `FREEZESPRITE` (#24) `SHRINKERSPRITE` (#25) `TRIPBOMBSPRITE` (#27) `SHOTGUNSPRITE` (#28) `DEVISTATORSPRITE` (#29) `FREEZEAMMO` (#37) `AMMO` (#40) `BATTERYAMMO` (#41) `DEVISTATORAMMO` (#42) `RPGAMMO` (#44) `GROWAMMO` (#45) `CRYSTALAMMO` (#46) `HBOMBAMMO` (#47) `AMMOLOTS` (#48) (invisible) `SHOTGUNAMMO` (#49) `COLA` (#51) `SIXPAK` (#52) `FIRSTAID` (#53) `SHIELD` (#54) `STEROIDS` (#55) `AIRTANK` (#56) `JETPACK` (#57) `HEATSENSOR` (#59) `BOOTS` (#61) `ATOMICHEALTH` (#100) `SPACESHUTTLE` (#487) `SATELLITE` (#489) `STATUEFLASH` (#869) `DONUTS` (#1045) `CLOCK` (#1060) `RAT` (#1267) `HOLODUKE` (#1348) `SHARK` (#1550) `FIRELASER` (#1625) `SPIT` (#1636) `FREEZEBLAST` (#1641) `DEVISTATORBLAST` (#1642) `SHRINKSPARK` (#1646) `MORTER` (#1650) (explodes if dropped from sufficient height) `FORCERIPPLE` (#1671) (quickly ceases to exist) `LIZTROOP` (#1680) `LIZTROOPRUNNING` (#1681) `LIZTROOPSTAYPUT` (#1682) `LIZTROOPSHOOT` (#1715) `LIZTROOPJETPACK` (#1725) `LIZTROOPONTOILET` (#1741) `LIZTROOPJUSTSIT` (#1742) `LIZTROOPDUCKING` (#1744) `(cannon)` (#1810) `CANNONBALL` (#1817) (quickly moves and explodes on impact) `(cannonballs)` (#1818) `OCTABRAIN` (#1820) `OCTABRAINSTAYPUT` (#1821) `DRONE` (#1880) `COMMANDER` (#1920) `COMMANDERSTAYPUT` (#1921) `RECON` (#1960) `TANK` (#1975) `PIGCOP` (#2000) `PIGCOPSTAYPUT` (#2001) `PIGCOPDIVE` (#2045) `LIZMAN` (#2120) `LIZMANSTAYPUT` (#2121) `LIZMANSPITTING` (#2150) `LIZMANFEEDING` (#2160) `LIZMANJUMP` (#2165) `FIRE` (#2271) `FIRE2` (#2311) `ROTATEGUN` (#2360) `GREENSLIME` (#2370) `ORGANTIC` (#2420) `GROWSPARK` (#2448) (quickly ceases to exist) `KNEE` (#2521) `CHAINGUN` (#2536) `TRIPBOMB` (#2566) `SHOTSPARK1` (#2595) (quickly ceases to exist) `RPG` (#2605) `SHOTGUN` (#2613) `BOSS1` (#2630) `BOSS1STAYPUT` (#2631) `BOSS2` (#2710) (requires sectors with a Lo-Tag value of 3 in order to roam freely) `BOSS3` (#2760) `LAVABUBBLE` (#4340) `GUNPOWDERBARREL` (#4360) `HATRACK` (#4367) `DESKLAMP` (#4370) `COFFEEMACHINE` (#4372) `CUPS` (#4373) `GAVALS` (#4374) `GAVALS2` (#4375) `POLICELIGHTPOLE` (#4377) `FLOORBASKET` (#4388) `TOPSECRET` (#4396) `SPEAKER` (#4397) (automatically becomes floor-aligned) `TEDDYBEAR` (#4400) `ROBOTDOG` (#4402) `ROBOTPIRATE` (#4404) `ROBOTMOUSE` (#4407) `MAILBAG` (#4413) `HOTMEAT` (#4427) `COFFEEMUG` (#4438) `DONUTS2` (#4440) `METER` (#4453) `DESKPHONE` (#4454) `GUMBALLMACHINE` (#4458) `GUMBALLMACHINEBROKE` (#4459) `MACE` (#4464) `WETFLOOR` (#4495) `BROOM` (#4496) `MOP` (#4497) `PIRATE1A` (#4510) `PIRATE4A` (#4511) `PIRATE2A` (#4512) `PIRATE5A` (#4513) `PIRATE3A` (#4514) `PIRATE6A` (#4515) `PIRATEHALF` (#4516) `CHESTOFGOLD` (#4520) `FOODOBJECT1` (#4530) `FOODOBJECT2` (#4531) `FOODOBJECT3` (#4532) `FOODOBJECT4` (#4533) `FOODOBJECT5` (#4534) (invisible) `FOODOBJECT6` (#4535) `FOODOBJECT7` (#4536) `FOODOBJECT8` (#4537) `FOODOBJECT9` (#4538) `FOODOBJECT10` (#4539) `FOODOBJECT11` (#4540) `FOODOBJECT12` (#4541) `FOODOBJECT13` (#4542) `FOODOBJECT14` (#4543) `FOODOBJECT15` (#4544) `FOODOBJECT16` (#4545) `FOODOBJECT17` (#4546) `FOODOBJECT18` (#4547) `FOODOBJECT19` (#4548) `FOODOBJECT20` (#4549) `HEADLAMP` (#4550) `SKINNEDCHICKEN` (#4554) `FEATHEREDCHICKEN` (#4555) `ROBOTDOG2` (#4560) `JOLLYMEAL` (#4569) `DUKEBURGER` (#4570) `SHOPPINGCART` (#4576) `SNAKEP` (#4590) `DOLPHIN1` (#4591) `DOLPHIN2` (#4592) `NEWBEAST` (#4610) `NEWBEASTSTAYPUT` (#4611) `NEWBEASTHANG` (#4670) `NEWBEASTHANGDEAD` (#4671) `NEWBEASTJUMP` (#4690) `BOSS4` (#4740) `BOSS4STAYPUT` (#4741) `MAN` (#4871) `MAN2` (#4872) `WOMAN` (#4874) `PLEASEWAIT` (#4887) Teleportable Sprites Teleporter/One-Way Teleporter: The following sprites, as well as Duke himself, will pass through Teleporters/One-Way Teleporters. Note that the `APLAYER` sprite will only be recognized if it is an actual player (either human or computer-controlled). This list was compiled from testing results. Of course, I had to take extra caution to account for troublemakers (sprites which move or disappear when the map loads, as well as sprites which do not function normally). While they are already technically included in this list, I would like to mention that many fired projectiles will travel through Teleporters/One-Way Teleporters, namely the RPG, Pipebomb, Shrink Ray, Devastator (RPG), Freeze Ray, Mortar Shell, Enforcer Spit, Octabrain Blast, Bounce Mine, and the Assault Trooper Laser. `FIRSTGUNSPRITE` (#21) `CHAINGUNSPRITE` (#22) `RPGSPRITE` (#23) `FREEZESPRITE` (#24) `SHRINKERSPRITE` (#25) `HEAVYHBOMB` (#26) (standalone or fired projectile) `TRIPBOMBSPRITE` (#27) `SHOTGUNSPRITE` (#28) `DEVISTATORSPRITE` (#29) `FREEZEAMMO` (#37) `AMMO` (#40) `BATTERYAMMO` (#41) `DEVISTATORAMMO` (#42) `RPGAMMO` (#44) `GROWAMMO` (#45) `CRYSTALAMMO` (#46) `HBOMBAMMO` (#47) `AMMOLOTS` (#48) (invisible) `SHOTGUNAMMO` (#49) `COLA` (#51) `SIXPAK` (#52) `FIRSTAID` (#53) `SHIELD` (#54) `STEROIDS` (#55) `AIRTANK` (#56) `JETPACK` (#57) `HEATSENSOR` (#59) `ACCESSCARD` (#60) `BOOTS` (#61) `ATOMICHEALTH` (#100) `SPACESHUTTLE` (#487) `SATELLITE` (#489) `REACTOR2` (#578) `NAKED1` (#603) `CAMERA1` (#621) `(camera1)` (#622) `(camera1)` (#623) `(camera1)` (#624) `(camera1)` (#625) `WATERBUBBLE` (#661) (floats up and ceases to exist) `WATERBUBBLEMAKER` (#662) (only teleports the spawned water bubbles, not itself) `EGG` (#675) `STATUE` (#753) `MIKE` (#762) `STATUEFLASH` (#869) `STRIPEBALL` (#901) `QUEBALL` (#902) `BOUNCEMINE` (#940) (standalone or fired projectile) `DONUTS` (#1045) `CLOCK` (#1060) `REACTOR` (#1088) `RAT` (#1267) `PODFEM1` (#1294) `FEM1` (#1312) `FEM2` (#1317) `FEM3` (#1321) `FEM5` (#1323) `BLOODYPOLE` (#1324) `FEM4` (#1325) `FEM6` (#1334) `FEM8` (#1336) `HELECOPT` (#1346) (ceases to exist after duration) `HOLODUKE` (#1348) `SPACEMARINE` (#1353) `COOLEXPLOSION1` (#1360) (fired projectile only) `FEM7` (#1395) `APLAYER` (#1405) `DUKELYINGDEAD` (#1518) (ceases to exist after duration) `FIRELASER` (#1625) (standalone or fired projectile) `SPIT` (#1636) (standalone or fired projectile) `FREEZEBLAST` (#1641) (standalone or fired projectile) `DEVISTATORBLAST` (#1642) `SHRINKSPARK` (#1646) `TONGUE` (#1647) (quickly ceases to exist) `MORTER` (#1650) (standalone or fired projectile, explodes if dropped from sufficient height) `FORCERIPPLE` (#1671) (quickly ceases to exist) `LIZTROOP` (#1680) `LIZTROOPRUNNING` (#1681) `LIZTROOPSTAYPUT` (#1682) `LIZTROOPSHOOT` (#1715) `LIZTROOPJETPACK` (#1725) `LIZTROOPONTOILET` (#1741) `LIZTROOPJUSTSIT` (#1742) `LIZTROOPDUCKING` (#1744) `(cannon)` (#1810) `CANNONBALL` (#1817) (quickly moves and explodes on impact) `(cannonballs)` (#1818) `OCTABRAINSTAYPUT` (#1821) `DRONE` (#1880) `COMMANDERSTAYPUT` (#1921) `RECON` (#1960) `TANK` (#1975) `PIGCOP` (#2000) `PIGCOPSTAYPUT` (#2001) `PIGCOPDIVE` (#2045) `LIZMAN` (#2120) `LIZMANSTAYPUT` (#2121) `LIZMANSPITTING` (#2150) `LIZMANFEEDING` (#2160) `LIZMANJUMP` (#2165) `OOZ` (#2300) `OOZ2` (#2309) `ROTATEGUN` (#2360) `ORGANTIC` (#2420) `GROWSPARK` (#2448) (standalone only) (quickly ceases to exist) `DUKECAR` (#2491) (ceases to exist after duration) `KNEE` (#2521) (standalone only) `CHAINGUN` (#2536) (standalone only) `SHRINKER` (#2556) (fired projectile only) `FORCESPHERE` (#2590) `SHOTSPARK1` (#2595) (standalone only) (quickly ceases to exist) `RPG` (#2605) (standalone or fired projectile) `SHOTGUN` (#2613) (standalone only) `BOSS1` (#2630) `BOSS1STAYPUT` (#2631) `BOSS2` (#2710) (requires sectors with a Lo-Tag value of 3 in order to roam freely) `BOSS3` (#2760) `RESPAWNMARKERRED` (#3190) (ceases to exist after duration) `BLIMP` (#3400) `FEM9` (#3450) `LAVABUBBLE` (#4340) `TARGET` (#4359) `GUNPOWDERBARREL` (#4360) `DUCK` (#4361) `HATRACK` (#4367) `DESKLAMP` (#4370) `COFFEEMACHINE` (#4372) `CUPS` (#4373) `GAVALS` (#4374) `GAVALS2` (#4375) `POLICELIGHTPOLE` (#4377) `FLOORBASKET` (#4388) `TOPSECRET` (#4396) `SPEAKER` (#4397) (automatically becomes floor-aligned) `TEDDYBEAR` (#4400) `ROBOTDOG` (#4402) `ROBOTPIRATE` (#4404) `ROBOTMOUSE` (#4407) `MAILBAG` (#4413) `HOTMEAT` (#4427) `COFFEEMUG` (#4438) `DONUTS2` (#4440) `METER` (#4453) `DESKPHONE` (#4454) `GUMBALLMACHINE` (#4458) `GUMBALLMACHINEBROKE` (#4459) `MACE` (#4464) `WETFLOOR` (#4495) `BROOM` (#4496) `MOP` (#4497) `LETTER` (#4502) `PIRATE1A` (#4510) `PIRATE4A` (#4511) `PIRATE2A` (#4512) `PIRATE5A` (#4513) `PIRATE3A` (#4514) `PIRATE6A` (#4515) `PIRATEHALF` (#4516) `CHESTOFGOLD` (#4520) `FOODOBJECT1` (#4530) `FOODOBJECT2` (#4531) `FOODOBJECT3` (#4532) `FOODOBJECT4` (#4533) `FOODOBJECT5` (#4534) (invisible) `FOODOBJECT6` (#4535) `FOODOBJECT7` (#4536) `FOODOBJECT8` (#4537) `FOODOBJECT9` (#4538) `FOODOBJECT10` (#4539) `FOODOBJECT11` (#4540) `FOODOBJECT12` (#4541) `FOODOBJECT13` (#4542) `FOODOBJECT14` (#4543) `FOODOBJECT15` (#4544) `FOODOBJECT16` (#4545) `FOODOBJECT17` (#4546) `FOODOBJECT18` (#4547) `FOODOBJECT19` (#4548) `FOODOBJECT20` (#4549) `HEADLAMP` (#4550) `SKINNEDCHICKEN` (#4554) `FEATHEREDCHICKEN` (#4555) `ROBOTDOG2` (#4560) `JOLLYMEAL` (#4569) `DUKEBURGER` (#4570) `SHOPPINGCART` (#4576) `SNAKEP` (#4590) `DOLPHIN1` (#4591) `DOLPHIN2` (#4592) `NEWBEAST` (#4610) `NEWBEASTSTAYPUT` (#4611) `NEWBEASTHANG` (#4670) `NEWBEASTHANGDEAD` (#4671) `NEWBEASTJUMP` (#4690) `BOSS4` (#4740) `BOSS4STAYPUT` (#4741) `FEM10` (#4864) `TOUGHGAL` (#4866) `MAN` (#4871) `MAN2` (#4872) `WOMAN` (#4874) `PLEASEWAIT` (#4887) `WEATHERWARN` (#4893) Water/Floating Teleporter: The following sprites, as well as Duke himself, will pass through Water/Floating Teleporters. Note that the `APLAYER` sprite will only be recognized if it is an actual player (either human or computer-controlled). A sprite must be at least one Z-unit above the water in order to completely submerge (teleport), otherwise most sprites simply sink into the floor a few units (although a few of them just rest on top of the water). The same restriction does not apply to Floating Teleporters; The sprite can even be a few units above/below the teleporter sprite and it may still potentially teleport. In compiling this list, I am assuming two basic requirements: 1) The sprite must be compatible with the Teleporter effect in general (i.e. it must exist in the previous list), and 2) The sprite must be able to somehow move vertically. If a sprite meets the first requirement, but not the second, it will only be possible for it to teleport if it is placed at roughly the same height as the teleporter sprite, and even then, this would only apply to Floating Teleporters, so as far as I'm concerned this qualifies as incompatible. While they are already technically included in this list, I would like to mention that many fired projectiles will travel through Water/Floating Teleporters, namely the RPG, Pipebomb, Shrink Ray, Devastator (RPG), Freeze Ray, Mortar Shell, Enforcer Spit, Octabrain Blast, and the Assault Trooper Laser (technically the Bounce Mine as well, but it's very glitchy). `FIRSTGUNSPRITE` (#21) `CHAINGUNSPRITE` (#22) `RPGSPRITE` (#23) `FREEZESPRITE` (#24) `SHRINKERSPRITE` (#25) `HEAVYHBOMB` (#26) (standalone or fired projectile) `TRIPBOMBSPRITE` (#27) `SHOTGUNSPRITE` (#28) `DEVISTATORSPRITE` (#29) `FREEZEAMMO` (#37) `AMMO` (#40) `BATTERYAMMO` (#41) `DEVISTATORAMMO` (#42) `RPGAMMO` (#44) `GROWAMMO` (#45) `CRYSTALAMMO` (#46) `HBOMBAMMO` (#47) `AMMOLOTS` (#48) (invisible) `SHOTGUNAMMO` (#49) `COLA` (#51) `SIXPAK` (#52) `FIRSTAID` (#53) `SHIELD` (#54) `STEROIDS` (#55) `AIRTANK` (#56) `JETPACK` (#57) `HEATSENSOR` (#59) `ACCESSCARD` (#60) `BOOTS` (#61) `ATOMICHEALTH` (#100) `WATERBUBBLE` (#661) (floats up and ceases to exist) (glitchy with Floating Teleporters) `EGG` (#675) `STATUE` (#753) `STATUEFLASH` (#869) `BOUNCEMINE` (#940) (fired projectile only) (very glitchy, explodes in Water Teleporter and 'ghosts' in Floating Teleporter) `DONUTS` (#1045) `RAT` (#1267) `PODFEM1` (#1294) `FEM1` (#1312) `FEM2` (#1317) `FEM3` (#1321) `FEM5` (#1323) `BLOODYPOLE` (#1324) `FEM4` (#1325) `FEM8` (#1336) `HELECOPT` (#1346) (ceases to exist after duration) `HOLODUKE` (#1348) `COOLEXPLOSION1` (#1360) (fired projectile only) `FEM7` (#1395) `APLAYER` (#1405) `DUKELYINGDEAD` (#1518) (ceases to exist after duration) `FIRELASER` (#1625) (fired projectile only) `SPIT` (#1636) (fired projectile only) `FREEZEBLAST` (#1641) (fired projectile only) `MORTER` (#1650) (standalone or fired projectile, explodes if dropped from sufficient height) `LIZTROOP` (#1680) `LIZTROOPRUNNING` (#1681) `LIZTROOPSTAYPUT` (#1682) `LIZTROOPSHOOT` (#1715) `LIZTROOPJETPACK` (#1725) (doesn't fall until it turns off jetpack) `LIZTROOPONTOILET` (#1741) `LIZTROOPJUSTSIT` (#1742) `LIZTROOPDUCKING` (#1744) `TANK` (#1975) `PIGCOP` (#2000) `PIGCOPSTAYPUT` (#2001) `PIGCOPDIVE` (#2045) `LIZMAN` (#2120) (jumps first if raised more than a few units above the floor) `LIZMANSTAYPUT` (#2121) `LIZMANSPITTING` (#2150) `LIZMANJUMP` (#2165) (jumps first) `DUKECAR` (#2491) (ceases to exist after duration) `SHRINKER` (#2556) (fired projectile only) `FORCESPHERE` (#2590) (only when sufficiently damaged enough to collapse) `RPG` (#2605) (fired projectile only) `BOSS1` (#2630) `BOSS1STAYPUT` (#2631) `BOSS2` (#2710) (requires sectors with a Lo-Tag value of 3 in order to roam freely) `BOSS3` (#2760) `RESPAWNMARKERRED` (#3190) (ceases to exist after duration) `FEM9` (#3450) `GUNPOWDERBARREL` (#4360) `HATRACK` (#4367) `DESKLAMP` (#4370) `COFFEEMACHINE` (#4372) `CUPS` (#4373) `GAVALS` (#4374) `GAVALS2` (#4375) `POLICELIGHTPOLE` (#4377) `FLOORBASKET` (#4388) `TEDDYBEAR` (#4400) `ROBOTDOG` (#4402) `ROBOTPIRATE` (#4404) `ROBOTMOUSE` (#4407) `MAILBAG` (#4413) `COFFEEMUG` (#4438) `DONUTS2` (#4440) `METER` (#4453) `DESKPHONE` (#4454) `GUMBALLMACHINE` (#4458) `GUMBALLMACHINEBROKE` (#4459) `MACE` (#4464) `WETFLOOR` (#4495) `BROOM` (#4496) `MOP` (#4497) `PIRATE1A` (#4510) `PIRATE4A` (#4511) `PIRATE2A` (#4512) `PIRATE5A` (#4513) `PIRATE3A` (#4514) `PIRATE6A` (#4515) `PIRATEHALF` (#4516) `CHESTOFGOLD` (#4520) `FOODOBJECT1` (#4530) `FOODOBJECT3` (#4532) `FOODOBJECT4` (#4533) `FOODOBJECT5` (#4534) (invisible) `FOODOBJECT7` (#4536) `FOODOBJECT8` (#4537) `FOODOBJECT9` (#4538) `FOODOBJECT10` (#4539) `FOODOBJECT11` (#4540) `FOODOBJECT12` (#4541) `FOODOBJECT13` (#4542) `FOODOBJECT14` (#4543) `FOODOBJECT15` (#4544) `FOODOBJECT16` (#4545) `FOODOBJECT17` (#4546) `FOODOBJECT18` (#4547) `FOODOBJECT19` (#4548) `FOODOBJECT20` (#4549) `HEADLAMP` (#4550) `ROBOTDOG2` (#4560) `JOLLYMEAL` (#4569) `DUKEBURGER` (#4570) `SHOPPINGCART` (#4576) `SNAKEP` (#4590) `NEWBEAST` (#4610) `NEWBEASTSTAYPUT` (#4611) `NEWBEASTHANG` (#4670) (doesn't fall until provoked) `NEWBEASTJUMP` (#4690) (jumps first) `BOSS4` (#4740) `BOSS4STAYPUT` (#4741) `FEM10` (#4864) `TOUGHGAL` (#4866) `MAN` (#4871) `MAN2` (#4872) `WOMAN` (#4874) `PLEASEWAIT` (#4887) Water Only: The following sprites will travel through Water, but not through Floating Teleporters. These are just special exceptions from the Water/Floating Teleporter list. `MONEY` (#1233) (slowly drifts down to floor) `DUKETORSO` (#1520) (quickly ceases to exist) `DUKEGUN` (#1528) (quickly ceases to exist) `DUKELEG` (#1536) (quickly ceases to exist) `HEADJIB1` (#1768) (quickly ceases to exist) `ARMJIB1` (#1772) (quickly ceases to exist) `LEGJIB1` (#1776) (quickly ceases to exist) `LIZMANHEAD1` (#2201) (quickly ceases to exist) `LIZMANARM1` (#2205) (quickly ceases to exist) `LIZMANLEG1` (#2209) (quickly ceases to exist) `JIBS1` (#2245) (quickly ceases to exist) `JIBS2` (#2250) (quickly ceases to exist) `JIBS3` (#2255) (quickly ceases to exist) `JIBS4` (#2260) (quickly ceases to exist) `JIBS5` (#2265) (quickly ceases to exist) `JIBS6` (#2286) (quickly ceases to exist) `MAIL` (#4410) (slowly drifts down to floor) `PAPER` (#4460) (slowly drifts down to floor) Floating Teleporter Only: The following sprites will travel through Floating Teleporters, but not through Water. These are just special exceptions from the Water/Floating Teleporter list. `CANNONBALL` (#1817) (begins to fall after some firing distance, explodes on impact) `DRONE` (#1880) (floats/falls at own pace) `RECON` (#1960) (floats/falls at own pace) Transport Elevators: I have omitted Transport Elevators from consideration. They should teleport every sprite in the sector regardless of attributes, since the nature of the effect pretty much necessitates this behaviour. Testing seems to support this assumption. Incompatible Enemies: The following enemies are the only enemies which do not seem to be compatible with any type of Teleporter other than Transport Elevators. `SHARK` (#1550) `OCTABRAIN` (#1820) `COMMANDER` (#1920) `GREENSLIME` (#2370) Incompatible Fallers: The following sprites are not compatible with any type of Teleporter other than Transport Elevators. Obviously this is not the complete list; The only reason I am listing these sprites explicitly is because they are capable of falling, and it would be reasonable to expect them to work with Water/Floating Teleporters, but they do not. `WOODENHORSE` (#904) `BOX` (#951) `HORSEONSIDE` (#1026) `NUKEBARREL` (#1227) `NUKEBARRELDENTED` (#1228) `NUKEBARRELLEAKED` (#1229) `SOMETHING` (#1232) `EXPLODINGBARREL` (#1238) `FIREBARREL` (#1240) `TRASH` (#1272) (falls as coded, quickly ceases to exist) `FIREVASE` (#1390) `SOMETHING2` (#4580) `SOMETHING3` (#4581) `SOMETHING4` (#4582) Collapsable Sprites Incompatible: The following is a list of sprite textures which are not compatible with the Collapsable Sprites effect. It was actually easier to compile the list this way, because even sprites with invalid picnums (non-existent textures) will be defined as collapsable and can be 'destroyed' by explosives. In order for a sprite to be defined as collapsable, it must have a Hi-Tag and it must be wall-aligned or floor-aligned. Sprites which normally spawn fire/debris/gibs/etc upon destruction may continue to do so in either alignment, but this is not guaranteed. Note that the majority of these sprites are incompatible because they have specific Hi-Tag functions, or coded functions in general, which interfere with their potential compatibility. Also note that some sprites (for example, `APLAYER` (#1405)) may become invisible in-game but are still technically compatible in that they can be 'destroyed'. This list was compiled by dumping a map full of Hi-Tagged sprites to `DEBUG.MAP` and then checking which ones don't have a statnum value of 12 (the 'collapsable' statnum). There was also a fair bit of testing involved. I would like to point out that sprite behaviour with this effect is not always consistent. I don't know why, but occasionally collapsable sprites will not be affected by certain explosives which they are otherwise typically affected by. Wall-Aligned/Floor-Aligned: `CYCLER` (#7) (instantly ceases to exist) `GPSPEED` (#10) (instantly ceases to exist) `VIEWSCREEN2` (#499) `VIEWSCREEN` (#502) `CRACK1` (#546) (coded to respond to explosions by ceasing to exist rather than collapsing) `CRACK2` (#547) (coded to respond to explosions by ceasing to exist rather than collapsing) `CRACK3` (#548) (coded to respond to explosions by ceasing to exist rather than collapsing) `CRACK4` (#549) (coded to respond to explosions by ceasing to exist rather than collapsing) `TRIPBOMB` (#2566) `TARGET` (#4359) `DUCK` (#4361) `SPEAKER` (#4397) (automatically becomes floor-aligned) `LETTER` (#4502) (the texture after this one is virtually identical and is compatible) Wall-Aligned: This list actually doubles as a technical list of wall switches as defined in the source code (although it is worth noting that `HANDPRINTSWITCH` (#1155) and #1156 are not functional as such). `ACCESSSWITCH` (#130) `SLOTDOOR` (#132) `(slotdoor)` (#133) `LIGHTSWITCH` (#134) `(lightswitch)` (#135) `SPACEDOORSWITCH` (#136) `(spacedoorswitch)` (#137) `SPACELIGHTSWITCH` (#138) `(spacelightswitch)` (#139) `FRANKENSTINESWITCH` (#140) `(frankenstineswitch)` (#141) `MULTISWITCH` (#146) `(multiswitch)` (#147) `(multiswitch)` (#148) `(multiswitch)` (#149) `DIPSWITCH` (#162) `(dipswitch)` (#163) `DIPSWITCH2` (#164) `(dipswitch2)` (#165) `TECHSWITCH` (#166) `(techswitch)` (#167) `DIPSWITCH3` (#168) `(dipswitch3)` (#169) `ACCESSSWITCH2` (#170) `LIGHTSWITCH2` (#712) `(lightswitch2)` (#713) `POWERSWITCH1` (#860) `(powerswitch1)` (#861) `LOCKSWITCH1` (#862) `(lockswitch1)` (#863) `POWERSWITCH2` (#864) `(powerswitch2)` (#865) `HANDSWITCH` (#1111) `(handswitch)` (#1112) `PULLSWITCH` (#1122) `(pullswitch)` (#1123) `ALIENSWITCH` (#1142) `(alienswitch)` (#1143) `HANDPRINTSWITCH` (#1155) #1156 Limited Fem Actor Compatibility: In an absolutely arbitrary and frustrating manner (typical of this game engine), the following sprites will only collapse if they are subjected to an explosion (whether direct-hit or close-range) caused very specifically by: the RPG, the Devastator, the Fire Extinguisher, or the Ooz Filter. Notice that the following list is basically the "Fem Actor Respawn Triggers" list, minus the `NAKED1` (#603) actor (although I have yet to research why; But, it is of interest that this sprite does not typically respond to the `EXPLODINGBARREL` (#1238), while most other sprites do). It's worth noting that the Hi-Tag assigned to these sprites does not carry the side-effect of linking them to a respawn trigger, as one might expect. Wall-Aligned/Floor-Aligned: `PODFEM1` (#1294) `FEM1` (#1312) `FEM2` (#1317) `FEM3` (#1321) `FEM5` (#1323) `FEM4` (#1325) `FEM6` (#1334) `FEM8` (#1336) `FEM7` (#1395) `FEM9` (#3450) `FEM10` (#4864) Limited Compatibility: The following sprites will only collapse if they are subjected to an explosion (whether direct-hit or close-range) caused by: the RPG, the Devastator, or the Pipebomb. Notice that these sprites have the common characteristic of spawning fire after being destroyed. This may be at least partly responsible for their limited compatibility. Wall-Aligned/Floor-Aligned: `TREE1` (#908) `TREE2` (#910) `BOX` (#951) `CONE` (#978) `TIRE` (#990) Conveyor Belt The following is a list of sprites which are not compatible with the Conveyor Belt effect (both SE 24/34). It was easier to compile the list this way, because even sprites with invalid picnums (non-existent textures) will be compatible. Sprites will remain compatible regardless of alignment (face-aligned, wall-aligned, or floor-aligned), and will even remain compatible if they are a few units above the floor! However, 'collapsable' sprites will not be compatible. Explicitly Incompatible: The following sprites are explicitly excluded from compatibility in the source code for the Conveyor Belt effect. You may notice this list includes the technical list of switches as defined in the source code. Keep in mind that the 'enabled' form of the Access Switches are not technically defined as switches in the source code, so they are still compatible. `ACCESSSWITCH` (#130) `SLOTDOOR` (#132) `(slotdoor)` (#133) `LIGHTSWITCH` (#134) `(lightswitch)` (#135) `SPACEDOORSWITCH` (#136) `(spacedoorswitch)` (#137) `SPACELIGHTSWITCH` (#138) `(spacelightswitch)` (#139) `FRANKENSTINESWITCH` (#140) `(frankenstineswitch)` (#141) `MULTISWITCH` (#146) `(multiswitch)` (#147) `(multiswitch)` (#148) `(multiswitch)` (#149) `DIPSWITCH` (#162) `(dipswitch)` (#163) `DIPSWITCH2` (#164) `(dipswitch2)` (#165) `TECHSWITCH` (#166) `(techswitch)` (#167) `DIPSWITCH3` (#168) `(dipswitch3)` (#169) `ACCESSSWITCH2` (#170) `FOOTPRINTS` (#550) (ceases to exist due to conveyor belt code) `BOLT1` (#634) `(bolt1)` (#635) `(bolt1)` (#636) `(bolt1)` (#637) `FOOTPRINTS2` (#672) (ceases to exist due to conveyor belt code) `FOOTPRINTS3` (#673) (ceases to exist due to conveyor belt code) `FOOTPRINTS4` (#674) (ceases to exist due to conveyor belt code) `LIGHTSWITCH2` (#712) `(lightswitch2)` (#713) `POWERSWITCH1` (#860) `(powerswitch1)` (#861) `LOCKSWITCH1` (#862) `(lockswitch1)` (#863) `POWERSWITCH2` (#864) `(powerswitch2)` (#865) `BULLETHOLE` (#952) (ceases to exist due to conveyor belt code) `HANDSWITCH` (#1111) `(handswitch)` (#1112) `PULLSWITCH` (#1122) `(pullswitch)` (#1123) `ALIENSWITCH` (#1142) `(alienswitch)` (#1143) `HANDPRINTSWITCH` (#1155) #1156 `CRANE` (#1222) (this is probably intended to prevent separation of the `CRANE` (#1222) and `CRANEPOLE` (#1221) when the crane drops down near the conveyor belt) `(crane)` (#1223) `(crane)` (#1224) `BARBROKE` (#1225) (seems to have been included in the Crane picnum range by accident) `BLOODPOOL` (#1226) (ceases to exist due to conveyor belt code) `BLOODSPLAT1` (#2296) (ceases to exist due to conveyor belt code) `BLOODSPLAT3` (#2297) (ceases to exist due to conveyor belt code) `BLOODSPLAT2` (#2298) (ceases to exist due to conveyor belt code) `BLOODSPLAT4` (#2299) (ceases to exist due to conveyor belt code) `LASERLINE` (#2567) (automatically becomes wall-aligned) `TRIPBOMB` (#2566) `PUKE` (#4389) (ceases to exist due to conveyor belt code) `SIDEBOLT1` (#4525) `(sidebolt1)` (#4526) `(sidebolt1)` (#4527) `(sidebolt1)` (#4528) General Incompatible: The following sprites are also not compatible with the Conveyor Belt effect. They will not move if placed on one. `SECTOREFFECTOR` (#1) `ACTIVATOR` (#2) `ACTIVATORLOCKED` (#4) `MUSICANDSFX` (#5) `LOCATORS` (#6) `CYCLER` (#7) (instantly ceases to exist) `RESPAWN` (#9) `GPSPEED` (#10) (instantly ceases to exist) #13 (instantly ceases to exist) `WATERBUBBLE` (#661) (floats up and ceases to exist) `WATERSPLASH2` (#1380) (instantly ceases to exist) `APLAYER` (#1405) (incompatible as a Multiplayer spawn point, compatible as an actual player) `PLAYERONWATER` (#1420) (instantly ceases to exist) `BLOOD` (#1620) (quickly ceases to exist) `TONGUE` (#1647) (quickly ceases to exist) `OCTABRAIN` (#1820) `OCTABRAINSTAYPUT` (#1821) `DRONE` (#1880) `RECON` (#1960) `SMALLSMOKE` (#2329) (quickly ceases to exist) `FRAMEEFFECT1` (#4095) (instantly ceases to exist) Crane Triggers Fully Compatible: The following sprites, as well as Duke himself, are fully compatible with the Crane. Note that the `APLAYER` sprite will only be recognized if it is an actual player (either human or computer-controlled). `FIRSTGUNSPRITE` (#21) `CHAINGUNSPRITE` (#22) `RPGSPRITE` (#23) `FREEZESPRITE` (#24) `SHRINKERSPRITE` (#25) `HEAVYHBOMB` (#26) `TRIPBOMBSPRITE` (#27) `SHOTGUNSPRITE` (#28) `DEVISTATORSPRITE` (#29) `FREEZEAMMO` (#37) `AMMO` (#40) `BATTERYAMMO` (#41) `DEVISTATORAMMO` (#42) `RPGAMMO` (#44) `GROWAMMO` (#45) `CRYSTALAMMO` (#46) `HBOMBAMMO` (#47) `AMMOLOTS` (#48) (invisible) `SHOTGUNAMMO` (#49) `COLA` (#51) `SIXPAK` (#52) `FIRSTAID` (#53) `SHIELD` (#54) `STEROIDS` (#55) `AIRTANK` (#56) `JETPACK` (#57) `HEATSENSOR` (#59) `ACCESSCARD` (#60) `BOOTS` (#61) `ATOMICHEALTH` (#100) `NAKED1` (#603) `WATERDRIP` (#660) `STATUE` (#753) `STATUEFLASH` (#869) `WOODENHORSE` (#904) `BOX` (#951) `HORSEONSIDE` (#1026) `DONUTS` (#1045) `NUKEBARREL` (#1227) `NUKEBARRELDENTED` (#1228) `NUKEBARRELLEAKED` (#1229) `SOMETHING / CANWITHSOMETHING` (#1232) `EXPLODINGBARREL` (#1238) `FIREBARREL` (#1240) `PODFEM1` (#1294) `FEM1` (#1312) `FEM2` (#1317) `FEM3` (#1321) `FEM5` (#1323) `BLOODYPOLE` (#1324) `FEM4` (#1325) `FEM8` (#1336) `HOLODUKE` (#1348) `SPACEMARINE` (#1353) `FIREVASE` (#1390) `FEM7` (#1395) `APLAYER` (#1405) `DUKELYINGDEAD` (#1518) (ceases to exist after duration) `MORTER` (#1650) (explodes if dropped from sufficient height) `OOZ` (#2300) `OOZ2` (#2309) `RESPAWNMARKERRED` (#3190) (ceases to exist after duration) `FEM9` (#3450) `GUNPOWDERBARREL` (#4360) `HATRACK` (#4367) `DESKLAMP` (#4370) `COFFEEMACHINE` (#4372) `CUPS` (#4373) `GAVALS` (#4374) `GAVALS2` (#4375) `POLICELIGHTPOLE` (#4377) `FLOORBASKET` (#4388) `TEDDYBEAR` (#4400) `ROBOTDOG` (#4402) `ROBOTPIRATE` (#4404) `MAILBAG` (#4413) `COFFEEMUG` (#4438) `DONUTS2` (#4440) `METER` (#4453) `DESKPHONE` (#4454) `GUMBALLMACHINE` (#4458) `GUMBALLMACHINEBROKE` (#4459) `MACE` (#4464) `WETFLOOR` (#4495) `BROOM` (#4496) `MOP` (#4497) `PIRATE1A` (#4510) `PIRATE4A` (#4511) `PIRATE2A` (#4512) `PIRATE5A` (#4513) `PIRATE3A` (#4514) `PIRATE6A` (#4515) `PIRATEHALF` (#4516) `CHESTOFGOLD` (#4520) `FOODOBJECT1` (#4530) `FOODOBJECT3` (#4532) `FOODOBJECT4` (#4533) `FOODOBJECT5` (#4534) (invisible) `FOODOBJECT7` (#4536) `FOODOBJECT8` (#4537) `FOODOBJECT9` (#4538) `FOODOBJECT10` (#4539) `FOODOBJECT11` (#4540) `FOODOBJECT12` (#4541) `FOODOBJECT13` (#4542) `FOODOBJECT14` (#4543) `FOODOBJECT15` (#4544) `FOODOBJECT16` (#4545) `FOODOBJECT17` (#4546) `FOODOBJECT18` (#4547) `FOODOBJECT19` (#4548) `FOODOBJECT20` (#4549) `HEADLAMP` (#4550) `ROBOTDOG2` (#4560) `JOLLYMEAL` (#4569) `DUKEBURGER` (#4570) `SHOPPINGCART` (#4576) `SOMETHING2` (#4580) `SOMETHING3` (#4581) `SOMETHING4` (#4582) `SNAKEP` (#4590) `FEM10` (#4864) `TOUGHGAL` (#4866) `MAN` (#4871) `MAN2` (#4872) `WOMAN` (#4874) `PLEASEWAIT` (#4887) Partially Compatible: The following sprites are partially compatible with the Crane. They will be picked up and carried normally, but they do not fall to the floor after being released. `TOUCHPLATE` (#3) `MASTERSWITCH` (#8) `SPACESHUTTLE` (#487) `SATELLITE` (#489) `VIEWSCREEN2` (#499) `VIEWSCREEN` (#502) `CRACK1` (#546) (automatically becomes wall-aligned) `CRACK2` (#547) (automatically becomes wall-aligned) `CRACK3` (#548) (automatically becomes wall-aligned) `CRACK4` (#549) (automatically becomes wall-aligned) `WATERFOUNTAIN` (#563) `REACTOR2` (#578) `CAMERA1` (#621) `(camera1)` (#622) `(camera1)` (#623) `(camera1)` (#624) `(camera1)` (#625) `BOLT1` (#634) `(bolt1)` (#635) `(bolt1)` (#636) `(bolt1)` (#637) `WATERBUBBLEMAKER` (#662) `MIKE` (#762) `STRIPEBALL` (#901) `QUEBALL` (#902) `TREE1` (#908) `TREE2` (#910) `FIREEXT` (#916) `TOILETWATER` (#921) `BOUNCEMINE` (#940) `CONE` (#978) `TIRE` (#990) `CLOCK` (#1060) `RUBBERCAN` (#1062) `PLUG` (#1069) `OOZFILTER` (#1079) `REACTOR` (#1088) `SEENINE` (#1247) `STEAM` (#1250) `CEILINGSTEAM` (#1255) `FEM6` (#1334) `FIRELASER` (#1625) `SPIT` (#1636) `FREEZEBLAST` (#1641) `DEVISTATORBLAST` (#1642) `SHRINKSPARK` (#1646) `(cannonballs)` (#1818) `FLOORFLAME` (#2333) `WATERDRIPSPLASH` (#2380) `KNEE` (#2521) `CHAINGUN` (#2536) `RPG` (#2605) `SHOTGUN` (#2613) `BLIMP` (#3400) `LAVABUBBLE` (#4340) `TARGET` (#4359) `DUCK` (#4361) `TOPSECRET` (#4396) `SPEAKER` (#4397) (automatically becomes floor-aligned) `HOTMEAT` (#4427) `LETTER` (#4502) `SIDEBOLT1` (#4525) `(sidebolt1)` (#4526) `(sidebolt1)` (#4527) `(sidebolt1)` (#4528) `FOODOBJECT2` (#4531) `FOODOBJECT6` (#4535) `SKINNEDCHICKEN` (#4554) `FEATHEREDCHICKEN` (#4555) `DOLPHIN1` (#4591) `DOLPHIN2` (#4592) `WEATHERWARN` (#4893) Limited Enemy Compatibility: The following is a list of enemies. These are mostly compatible with the Crane but may cause issues due to the enemy's movements. Enemy remains (corpses/eggshells/etc) also seem to be fully compatible, but will not trigger the Crane unless they were spawned from a 'live' enemy, so they are not included in this list. Note that the terms 'fully compatible' and 'partially compatible' continue to be used as in the above lists: 'partially compatible' simply means that the object does not fall to the floor when released. Any other relevant information is also included in the parenthesis. `EGG` (#675) (fully compatible) `RAT` (#1267) (fully compatible; if the object stays in the sector while moving and doesn't cease to exist) `SHARK` (#1550) (partially compatible) `LIZTROOP` (#1680) (fully compatible) `LIZTROOPRUNNING` (#1681) (fully compatible) `LIZTROOPSTAYPUT` (#1682) (fully compatible) `LIZTROOPSHOOT` (#1715) (fully compatible) `LIZTROOPJETPACK` (#1725) (fully compatible) `LIZTROOPONTOILET` (#1741) (fully compatible) `LIZTROOPJUSTSIT` (#1742) (fully compatible) `LIZTROOPDUCKING` (#1744) (fully compatible) `(cannon)` (#1810) (partially compatible) `OCTABRAIN` (#1820) (fully compatible) `OCTABRAINSTAYPUT` (#1821) (fully compatible) `DRONE` (#1880) (fully compatible) `COMMANDER` (#1920) (fully compatible) `COMMANDERSTAYPUT` (#1921) (fully compatible) `RECON` (#1960) (partially compatible; requires Locators) `TANK` (#1975) (fully compatible) `PIGCOP` (#2000) (fully compatible) `PIGCOPSTAYPUT` (#2001) (fully compatible) `PIGCOPDIVE` (#2045) (fully compatible) `LIZMAN` (#2120) (fully compatible) `LIZMANSTAYPUT` (#2121) (capable of being lifted, then the crane malfunctions) `LIZMANSPITTING` (#2150) (fully compatible) `LIZMANFEEDING` (#2160) (partially compatible) `LIZMANJUMP` (#2165) (fully compatible) `ROTATEGUN` (#2360) (partially compatible) `GREENSLIME` (#2370) (fully compatible) `ORGANTIC` (#2420) (capable of being lifted, then the crane malfunctions) `BOSS1` (#2630) (fully compatible) `BOSS1STAYPUT` (#2631) (fully compatible) `BOSS2` (#2710) (fully compatible; requires sectors with a Lo-Tag value of 3 in order to roam freely) `BOSS3` (#2760) (fully compatible) `NEWBEAST` (#4610) (fully compatible) `NEWBEASTSTAYPUT` (#4611) (fully compatible) `NEWBEASTHANG` (#4670) (partially compatible) `NEWBEASTHANGDEAD` (#4671) (partially compatible) `NEWBEASTJUMP` (#4690) (fully compatible) `BOSS4` (#4740) (fully compatible) `BOSS4STAYPUT` (#4741) (fully compatible) Limited Compatibility: The following sprites are compatible with the Crane but may cause issues. Note that the terms 'fully compatible' and 'partially compatible' continue to be used as in the above lists: 'partially compatible' simply means that the object does not fall to the floor when released. Any other relevant information is also included in the parenthesis. `DOORSHOCK` (#160) (fully compatible; blocked in small source sectors because object automatically extends to ceiling) `CRANE` (#1222) (partially compatible; attempts to grab but can't because both cranes are on the ceiling, but if the two Cranes share a Hi-Tag value, they'll get into a grabbing match with each other until one of them stops working) `TRASH` (#1272) (fully compatible; if the object stays in the sector while moving and doesn't cease to exist) `HELECOPT` (#1346) (partially compatible; if the object stays in the sector while moving and doesn't cease to exist) `FORCERIPPLE` (#1671) (triggers the crane then ceases to exist) `CANNONBALL` (#1817) (partially compatible; if the object stays in the sector while moving and doesn't explode) `FIRE` (#2271) (object drags across floor when carried) `FIRE2` (#2311) (object drags across floor when carried) `GROWSPARK` (#2448) (triggers the crane then ceases to exist) `DUKECAR` (#2491) (partially compatible; if the object stays in the sector while moving and doesn't cease to exist) `TRIPBOMB` (#2566) (explodes mid-air due to disturbance) `FORCESPHERE` (#2590) (partially compatible; occasionally blocked by the object's expansion) `SHOTSPARK1` (#2595) (triggers the crane then ceases to exist) `ROBOTMOUSE` (#4407) (fully compatible; if the object stays in the sector while moving) 'Animated' Textures The following textures will count towards the 'animated' texture limit which outputs the Run-time Error: "Too many 'anim' walls (max 512.)". This list was taken directly from the source code. Overtile (Masked Wall) 'animated' textures: `BIGFORCE` (#230) `FANSPRITE` (#407) `FANSHADOW` (#412) `W_FORCEFIELD` (#663) Picnum (Solid (Non-Masked) Wall) 'animated' textures: `TECHLIGHT2` (#120) `TECHLIGHT4` (#122) `SCREENBREAK1` (#263) `SCREENBREAK2` (#264) `SCREENBREAK3` (#265) `SCREENBREAK4` (#266) `SCREENBREAK5` (#267) `SCREENBREAK6` (#268) `SCREENBREAK7` (#269) `SCREENBREAK8` (#270) `SCREENBREAK9` (#271) `SCREENBREAK10` (#272) `SCREENBREAK11` (#273) `SCREENBREAK12` (#274) `SCREENBREAK13` (#275) `W_TECHWALL1` (#293) `W_TECHWALL2` (#297) `W_TECHWALL3` (#301) `W_TECHWALL4` (#305) `WATERTILE2` (#336) `FEMPIC1` (#1280) `FEMPIC2` (#1289) `FEMPIC3` (#1298) `SCREENBREAK14 / MIMON` (#4120) `SCREENBREAK15` (#4123) `SCREENBREAK19` (#4125) `SCREENBREAK16` (#4127) `SCREENBREAK17` (#4128) `SCREENBREAK18` (#4129) Return to top