Navigate InfoSuite Introduction README The Basics Advanced FX References Game Secrets Hosted At | Advanced FX Advanced FX Preliminary Information Sprites described as 'active' generally have two qualities: 1) Coded behaviour and functions, and 2) Responsiveness to in-game gravity. Sprites described as 'inactive' generally do not share either of these traits. This definition is not absolute: There are some exceptions in both cases. For example, security cameras do not respond to gravity but are considered 'active', and switches have coded functions but are considered 'inactive'. Generally speaking, a "Switch" includes all types of switches: standard Switches, Access Switches, Combination Switches, and the MultiSwitch. However, when constructing effects that use switches, try to avoid using the Combination Switches: `DIPSWITCH` (#162), `TECHSWITCH` (#166), or `ALIENSWITCH` (#1142) unless the tutorial specifically requests that you use them. Also remember that sprites are "foot-centered" by default: The height of a sprite is determined according to its bottom. Lastly, note that the descriptive term "Multiplayer" includes Co-Operative mode, whereas "DukeMatch" does not. Most of the following effects are demonstrated in `TUTORIAL.MAP`, and can be found by looking up the corresponding section and alphanumeric value. Doors A : Vertical Doors A1 : Ceiling Door A2 : Floor Door A3 : Split Door B : Horizontal Doors B1 : Star Trek Door B2 : Split Star Trek Door B3 : Sliding Door C : Swinging Doors D : Special Doors D1 : Teeth Door D2 : Rotating Door D3 : Open Door Room Lights D4 : Close Door Room Lights D5 : Touchplate Door D6 : Locked Door D7 : Switch-Operated Door D8 : Combination Switch-Operated Door D9 : MultiSwitch-Operated Door D10 : Convex Door Automatic Closing Doors Lighting A : Switch-Activated Lights B : Pulsating Lights C : Flickering Lights C1 : Flickering Lights C2 : Flickering Lights when Shot Horizontally Moving Sectors A : Stretching / Shrinking Sectors B : Locator Paths B1 : Subway Vehicles B2 : Two-Way Train Recon Patrol Vehicle Vertically Moving Sectors A : Elevators A1 : Elevators A2 : Switch-Operated Elevators A3 : Locked Elevators B : Ceilings and Floors B1 : Raising and Lowering Ceilings/Floors B2 : Incrementally Raising and Lowering Ceilings/Floors B3 : Ceiling Falls when Triggered by Explosion C : Piston Rotating Sectors A : Rotating Sectors B : Rotate-Rise Sectors Teleporters A : Teleporters A1 : Teleporter A2 : Silent Teleporter A3 : One-Way Teleporter B : Transport Elevator Water A : Water and Submergible Water A1 : Water A2 : Submergible Water A3 : Submergible Water with Sloped Underwater Surface B : Special Water Effects B1 : Rising Submergible Water B2 : Waves Demolition Explosives A : Explosions A1 : Blastable Walls A2 : Ceiling Explosions A3 : Destructible Buildings A4 : Activated Explosions SFX A : Sound Effects A1 : Activation Sounds A2 : Ambient Sounds A3 : Echo Effect A4 : One-Time Sound A5 : Wall-Activated Sounds A6 : Staged Sounds Walls A : Types of Walls A1 : Masked Walls A2 : One-Sided Masked Walls B : Wall Effects B1 : Breakable Glass B2 : Mirrors B3 : Forcefields B4 : Slanted Wall Shading B5 : Layered Walls Wall Information Sprites A : Sprite Effects A1 : Security Cameras A2 : Collapsable Sprites A3 : Pool Table A4 : Lightning and Rain A5 : Cranes A6 : Active Tripbombs B : Spawning Sprites Exploding Helicopter/Car Demo Cameras Mode-Specific Sprites Mini-Bosses General Effects A : General Effects A1 : Sector-Over-Sector A2 : Ventilation Shafts A3 : Secret Places A4 : Earthquakes A5 : Conveyor Belts/Water Current A6 : Automatic Shooters Space Textures Parallaxed Walls Forcing the Player to Start Weaponless Ending Levels Nuke Button End-Level Sector Tricks A : Water Tricks A1 : Sector-Over-Sector Water A2 : Transparent Water A3 : Rising Submergible Water on Sloped Surfaces A4 : Underwater Airlock B : Tricks B1 : Switch-Activated Slopes B2 : Enemy Effects B3 : Multi-Level Elevator B4 : Reflective Sprites B5 : Reflective Floors B6 : Ladders B7 : Simulating 3D Objects Return to top