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Cream of the Crop 21
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Cream of the Crop 21 (Terry Blount) (October 1996).iso
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APP_A.TXT
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1996-07-09
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Appendix A.
Complete List of TID's
TID ITEM AREA/USE
1 X_MapSpots 3 Teleport Spots at Start of Level, The Left Has
Only Fighter Class Flag, Middle Has Cleric Class
Flag, Right Has Mage Class Flag.
2 Pot, Icicle These are the epicenter for 1st Eartquake
3 Rocks at Big Waterfall These are used to play the WaterMove sound at
in Script 253
4-6 X_MapSpots Random spots for Rocks to fall in Fancy Eartquake
Script 32
7 Fire Gargoyles These have Dormant Flag. Script 32(Fancy
Earthquake) activates them(makes them 'Hatch')
with Thing_Activate(7);
8-13 X_MapSpots These are the landing spots for teleporting back
and forth under the Waterfalls.
Script 253 also plays the sound Watermove at these
14-17 X_MapSpots These are the teleport landings for above the
Waterfall
18-20 X_MapSpots The GlassShatter Sound is played at these in
Script 35(Breaking Glass)
I also project some Broken Glass at these
21-23 X_MapSpots BrokenGlass is projected from these in Script 35
24,25 X_MapSpots Used for Both the Sound and Projecting Rocks in
the Breaking Wall, Script 36
26 X_MapSpots Used for Both the Sound and Projecting Glass in
the first Glass Ceiling Room, Script 37
27 X_MapSpots Used for the Spawn Spots for the Fire Gargoyles in
the first Glass Ceiling Room, Script 37
28 X_MapSpots Used for Both the Sound and Projecting Glass in
the Second Glass Ceiling Room, Script 37
29 X_MapSpots Used for the Spawn Spots for the Ettins in
the Second Glass Ceiling Room, Script 37
30,31 X_MapSpots Large Stained Glass Windows Sound Spots
32,33 X_MapSpots Large Stained Glass Windows Glass Spots
Appendix B.
Sector Tags
TAG AREA/USE
30,31 Alternating Sectors in the Waggle Pond, Script 31
32,33 These Sectors Lower Instant in the Fancy Earthquake, Script 32
34,35 These Sectors Lower Value(random value) in Fancy Earthquake, Script 32
36 The Lift behind the Waterfalls, It Waggles, Raises then Lowers
Script 33
37 1st Sector in the Sewer, The Ceiling Lowers so that you cannot get
out the way you came in. When switch is thrown, this sector's floor
texture is changed to Sludge and it raises giving impression that
Sludge is rising, Script 34 Floor_RaiseAndCrush
38 Main Sewer floor. When Switch is thrown, this sector's floor
texture is changed to Sludge and it raises giving impression that
Sludge is rising, Script 34 Floor_RaiseAndCrush
39 Last sector in Sewer. It's Floor changes and the Sector raises.
This on is triggered by Floor_RaiseByValue instead of
Floor_RaiseAnd Crush because the cieling is higher. It also has a
slower speed(4 instead of 8) to allow time to escape. Script 34
40 The Door at the exit of the Sewer, Raised by Script 34
41-43 Breaking Stained Glass sector, lowered instantly by Script 35
44,45 Breaking Wall Sector, lowered instantly by Script 36
46 1st Breaking Stained Glass Ceiling, changed to F_SKY by Script 37
47 2nd Breaking Stained Glass Ceiling, changed to F_SKY by Script 37
48,49 Large Breaking Stained Glass Sectors
Appendix C.
Line ID's (set by Line_SetIdentification)
** Note, I'll refer to these as LID, as opposed to TID **
LID AREA/USE
1-5 Used for the Planet, Gem Puzzle
6 Lines in Sewer. Switched to flowing when switch is thrown.
setlinetexture( 6, SIDE_FRONT, TEXTURE_MIDDLE, "x_swr1");
in Script 34 ^^^
7 Korax's Face. Used for the outer wall to change it's texture
from Korax's face to an open circle
setlinetexture( 7, SIDE_FRONT, TEXTURE_MIDDLE, "CASTLE09");
in Script 39 ^^^
8 Korax's Face, Fire. Used to change the texture of the Fire as
Korax is speaking in Script 39. This line is directly behind
the one with LID 7
Appendix D.
Common Mistakes, Questions, Problems, Etc.
1. Delay, Delay, Delay -- Use Tons of Delays, not using them can cause things
to overlap and not work properly
2. Q: I have Scripts in my level, but when I start Hexen it just locks up.
A1: Look for Open script that Restarts without a Delay(Delay, Delay, Delay)
A2: Look for a looping statement that cannot end