Kart-Public/doc/specials.html

1993 lines
130 KiB
HTML
Raw Normal View History

2014-03-15 16:59:03 +00:00
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
<title>Sonic Robo Blast II - Specials Reference Document</title>
</head>
<body bgcolor="white" text="black" link="blue" vlink="blue" alink="blue">
<h1><big>SRB2 Specials Reference Document</big></h1>
<p><i>Last updated May 27, 2008</i></p>
<p><i>For v1.1 Private Beta</i></p>
<p>This is the SRB2 Specials Reference Document. It is designed to be the ultimate
reference for effects used in SRB2. As such, it is rather technical in areas and quite
concise, and is not something a beginner with level design should be dealing with.</p>
<h1><a name="things"></a>Thing Types</h1>
<p>In general, thing bitsets have 4 flags and 3 digits for their height. The bitset is
0xAAAB, where AAA is the object's height above ground, and B are the Easy, Normal, Hard,
and Deaf flags. To get the bitset on a normal object, multiply the height desired by 16,
and then add the existant B. Some objects use 32 as this number, and they will be noted.
Objects that multiply by 16 can be placed up to 4095 units in the air, while objects that
multiply by 32 can be placed up to 2047 units in the air.
<ul>
<li><u><big><big>Player Starts</big></big></u><ol>
<h3><a name="t1"></a>1 - Player 01 Start</h3>
<p>This is the start for the first player in single player mode, cooperative mode, or race
mode. This start must be placed on every map, as it is what the game defaults to if the
start it is attempting to find isn't there. If there is no Player 1 Start on the map, and
the game is confused over where to spawn the player, the game will crash outright.</p>
<p>The Deaf tag will make the player spawn from the ceiling, and the object needs to be
multiplied by 32 to give height, not 16.</p>
<h3><a name="t2"></a>2 - Player 02 Start</h3>
<p>This is the start for the second player in cooperative and race mode.</p>
<p>The Deaf tag will make the player spawn from the ceiling, and the object needs to be
multiplied by 32 to give height, not 16.</p>
<h3><a name="t3"></a>3 - Player 03 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t4"></a>4 - Player 04 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t5"></a>5 - Player 05 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t6"></a>6 - Player 06 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t7"></a>7 - Player 07 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t8"></a>8 - Player 08 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t9"></a>9 - Player 09 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t10"></a>10 - Player 10 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t11"></a>11 - Player 11 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t12"></a>12 - Player 12 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t13"></a>13 - Player 13 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t14"></a>14 - Player 14 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t15"></a>15 - Player 15 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t16"></a>16 - Player 16 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t17"></a>17 - Player 17 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t18"></a>18 - Player 18 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t19"></a>19 - Player 19 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t20"></a>20 - Player 20 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t21"></a>21 - Player 21 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t22"></a>22 - Player 22 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t23"></a>23 - Player 23 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t24"></a>24 - Player 24 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t25"></a>25 - Player 25 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t26"></a>26 - Player 26 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t27"></a>27 - Player 27 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t28"></a>28 - Player 28 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t29"></a>29 - Player 29 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t30"></a>30 - Player 30 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t31"></a>31 - Player 31 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t32"></a>32 - Player 32 Start</h3>
<p>See Thing <a href="#t2">2</a> for more information.</p>
<h3><a name="t33"></a>33 - Player Match Start</h3>
<p>This is the start for players in Match and Chaos modes. They should also be placed in
Capture the Flag maps as well. There should be 32 of these in a map to assure proper
randomization. While it's unelegant, they can be stacked on top of each other without
negative effect.</p>
<p>The Deaf tag will make the player spawn from the ceiling, and the object needs to be
multiplied by 32 to give height, not 16.</p>
<h3><a name="t34"></a>34 - CTF Team Start (Red)</h3>
<p>This is the start for players on the red team in Capture the Flag mode. There should be
32 of these in a map to assure proper randomization. While it's unelegant, they can be
stacked on top of each other without negative effect.</p>
<p>The Deaf tag will make the player spawn from the ceiling, and the object needs to be
multiplied by 32 to give height, not 16.</p>
<h3><a name="t35"></a>35 - CTF Team Start (Blue)</h3>
<p>This is the start for players on the blue team in Capture the Flag mode. There should
be 32 of these in a map to assure proper randomization. While it's unelegant, they can be
stacked on top of each other without negative effect.</p>
<p>The Deaf tag will make the player spawn from the ceiling, and the object needs to be
multiplied by 32 to give height, not 16.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Enemies</big></big></u><ol>
<h3><a name="t100"></a>100 - Crawla (Blue)</h3>
<p>These are the blue ground enemies found in the one player stages. They can't move off
of cliffs and are exceedingly slow.</p>
<h3><a name="t101"></a>101 - Crawla (Red)</h3>
<p>These are the red ground enemies found in the one player stages. They can't move off
cliffs and are relatively slow.</p>
<h3><a name="t102"></a>102 - Stupid Dumb Unnamed RoboFish (tm)</h3>
<p>This is the little fish in Greenflower Zone. The angle determines the jump height, with
0 being the old jump style. Note that the jump height is based on force, not units, so
experimentation will be necessary to get the correct height.</p>
<h3><a name="t103"></a>103 - Yellow Buzz</h3>
<p>This enemy flies at a moderate speed directly at the player.</p>
<h3><a name="t104"></a>104 - Red Buzz</h3>
<p>This enemy flies at a relatively high speed directly at the player.</p>
<h3><a name="t105"></a>105 - Jetty-Syn Bomber</h3>
<p>This is a highly mobile flying enemy with a bomb that it drops on the player from
directly above. It is considered highly difficult to kill, and should only be used in
situations where the stage is supposed to be difficult.</p>
<h3><a name="t106"></a>106 - Jetty-Syn Gunner</h3>
<p>This is a highly mobile flying enemy with a gun that it fires at the player with high
accuracy. It is considered highly difficult to kill, and should only be used in situations
where the stage is supposed to be difficult.</p>
<h3><a name="t107"></a>107 - Crawla Commander</h3>
<p>This is the grey floating enemy in the opening room of Techno Hill Zone Act 2. It is
quite fast and will start bouncing after taking the first hit. It is significantly
challenging, although a spindash will kill it given time.</p>
<h3><a name="t108"></a>108 - Deton</h3>
<p>This is the red spherical enemy in Techno Hill Zone Act 2. Upon seeing the player, it
makes a mad dash straight for them. With the exception of the <a href="#t404">Armageddon
Shield</a>, Detons are invincible, and must be avoided by running behind a wall or another
enemy.</p>
<h3><a name="t109"></a>109 - Skim</h3>
<p>This is an enemy that floats on the surface of the water, dropping bombs into the water
below. It is not currently used in any of the Single Player stages, but it is fully
operational. The designer does not have to put them on the surface of the water, they know
where it is.</p>
<h3><a name="t110"></a>110 - THZ Turret</h3>
<p>This is the turret from Techno Hill Zone Act 2. It fires large bursts of laser fire at
the player with high accuracy. It is invincible unless it is somehow dipped into water.</p>
<h3><a name="t111"></a>111 - Popup Turret</h3>
<p>This is a small turret that pops up now and then and shoots. The object's angle is a
value defining the delay between shooting.</p>
<h3><a name="t112"></a>112 - Sharp</h3>
<p>This is a blue enemy with spikes on top if it. It starts off by slowly chasing the player,
then it fades to red and runs after the player, and is invincible until it fades back to red.</p>
<h3><a name="t113"></a>113 <20> Jet Jaw</h3>
<p>This is an underwater enemy that tries to bite at the player, which can be found in
Deep Sea Zone.</p>
<h3><a name="t114"></a>114 <20> Snailer</h3>
<p>This is an incomplete enemy.</p>
<h3><a name="t115"></a>115 <20> Bird Aircraft Strike Hazard (B.A.S.H.)</h3>
<p>This is the red vulture-like enemy in Arid Canyon Zone. If it sees a player, it lifts off and
charges at him. Collision with a wall will send it plummeting.</p>
<h3><a name="t116"></a>116 <20> Pointy</h3>
<p>This is the orbinaut enemy that has spikes circling around it. None of the single player stages
currently use him. You have to place him in a map by using a WAD editor, he can't be placed using
objectplace.</p>
<h3><a name="t117"></a>117 <20> Robo-Hood</h3>
<p>This is the green enemy from Castle Eggman Zone, which shoots arrows at the player.</p>
<h3><a name="t118"></a>118 <20> CastleBot FaceStabber</h3>
<p>This is the large grey enemy from Castle Eggman Zone. It slowly trudges towards the player,
and if the player in range, lunges at them with his sword.</p>
<h3><a name="t119"></a>119 <20> Egg Guard</h3>
<p>This is the enemy from Castle Eggman Zone that wields a protective shield.</p>
<h3><a name="t120"></a>120 <20> Green Snapper</h3>
<p>This is the green turtle enemy from Arid Canyon Zone. This enemy behaves exactly like a blue
crawla does. The circumference of its shell is covered with spikes, so the only way to destroy it
is by jumping on top of it.</p>
<h3><a name="t121"></a>121 <20> Minus</h3>
<p>This is the digging enemy from Arid Canyon Zone. It burrows underground towards the player, and
once it's directly underneath, it bursts out from under the ground, jumping up and hurting the player.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Bosses and their associated items (if any)</big></big></u><ol>
<h3><a name="t200"></a>200 - Egg Mobile (Boss 1)</h3>
<p>The boss of Greenflower Zone and Castle Eggman Zone. He moves around firing at the
player, and after taking six hits, he dashes at the player.</p>
<p>Giving the boss the Deaf flag will make him have spikeballs, like CEZ3, and giving him
the Multi flag will make the level end when he is dead. To place him above ground,
multiply by 32 to give height, not 16.</p>
<h3><a name="t201"></a>201 - Egg Slimer (Boss 2)</h3>
<p>This is the boss of Techno Hill Zone. It requires an axis point at the center to
function, and it goes in a circle around the axis point dropping slime. After 6 hits, he
stops going in a circle, and bouncing at the player, spewing a lot more slime.</p>
<p>The Multi flag will make the level end when he is dead.</p>
<h3><a name="t201"></a>202 - Sea Egg (Boss 3)</h3>
<p>This is the boss of Deep Sea Zone. More information will be supplied later.</p>
<p>The Multi flag will make the level end when he is dead.</p>
<h3>203 - Eggscalibur (Boss 4)</h3>
<p>This is the boss of Castle Eggman Zone. More information will be supplied later.</p>
<p>The Multi flag will make the level end when he is dead.</p>
<h3><a name="t290"></a>290 - Boss Flypoint</h3>
<p>This is the location the boss will fly to after being killed.</p>
<h3><a name="t291"></a>291 - Egg Capsule Center</h3>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Collectibles</big></big></u><ol>
<h3><a name="t300"></a>300 - Ring</h3>
<p>This is a normal ring. Pick this up to get one ring.</p>
<p>Giving the deaf tag to a ring will cause it to float 31 units above the ground. This
does stack with bitsets, allowing rings to be a total of 4127 units above the ground at
maximum.</p>
<h3><a name="t301"></a>301 - Bounce Ring</h3>
<p>Picking this up gives you more ammo for this particular ring weapon. You cannot fire
the weapon, however, if you do not have the associated panel.
<h3><a name="t302"></a>302 - Rail Ring</h3>
<p>See thing <a href="#t301">#301</a>.</p>
<h3><a name="t304"></a>304 - Automatic Ring</h3>
<p>See thing <a href="#t301">#301</a>.</p>
<h3><a name="t305"></a>305 - Explosion Ring</h3>
<p>See thing <a href="#t301">#301</a>.</p>
<h3><a name="t305"></a>306 - Scatter Ring</h3>
<p>See thing <a href="#t301">#301</a>.</p>
<h3><a name="t305"></a>307 - Grenade Ring</h3>
<p>See thing <a href="#t301">#301</a>.</p>
<h3>310 - CTF Flag (Red)</h3>
<p>This is the red team's flag in capture the flag mode. If the blue team takes this to
their team base (sector type <a href="#s16384">16384</a>), they score a point.</p>
<h3><a name="t307"></a>311 - CTF Flag (Blue)</h3>
<p>This is the blue team's flag in capture the flag mode. If the red team takes this to
their team base (sector type <a href="#s12288">12288</a>), they score a point.</p>
<h3><a name="t308"></a>312 - Special Stage Token</h3>
<p>This token gives the player a chance at the special stage after the current stage has
ended. If more than one token is collected, the player gets that many chances at the
special stages, continuing until they run out of tokens or have all the emeralds.</p>
<h3><a name="t309"></a>313 - Emerald 1 (Green)</h3>
<p>This object gives the player the first emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t310"></a>314 - Emerald 2 (Orange)</h3>
<p>This object gives the player the second emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t311"></a>315 - Emerald 3 (Pink)</h3>
<p>This object gives the player the third emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t312"></a>316 - Emerald 4 (Blue)</h3>
<p>This object gives the player the fourth emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t313"></a>317 - Emerald 5 (Red)</h3>
<p>This object gives the player the fifth emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t314"></a>318 - Emerald 6 (Light Blue)</h3>
<p>This object gives the player the sixth emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t315"></a>319 - Emerald 7 (Grey)</h3>
<p>This object gives the player the seventh emerald as a pickup object, instead of by
completing a special stage.</p>
<h3><a name="t316"></a>320 - Emerald Hunt Location</h3>
<p>This is one of the three emeralds to be used in Hunting mode.</p>
<h3>323 - Emerald Spawn</h3>
<p>Spawn location for emeralds in Match mode.</p>
<h3><a name="t330"></a>330 - Bounce Ring Panel</h3>
<p>This is a match weapon panel. The Bounce Ring throws a slow ring that will bounce when
it hits walls.</p>
<p>Giving the deaf tag to a panel will cause it to float 31 units above the ground. This
does stack with bitsets, allowing panels to be a total of 4127 units above the ground at
maximum.</p>
<h3><a name="t331"></a>331 - Rail Ring Panel</h3>
<p>This is a match weapon panel. The Rail Ring gives the player an instantaneous shot, that
strikes its target the instant its fired, however there is a long downtime between shots.
Being shot by a rail ring causes more kickback than normal.</p>
<p>Giving the deaf tag to a panel will cause it to float 31 units above the ground. This
does stack with bitsets, allowing panels to be a total of 4127 units above the ground at
maximum.</p>
<h3><a name="t332"></a>332 - Automatic Ring Panel</h3>
<p>This is a match weapon panel. The Automatic Ring gives the player a fire rate of 17.5
rings per second.</p>
<p>Giving the deaf tag to a panel will cause it to float 31 units above the ground. This
does stack with bitsets, allowing panels to be a total of 4127 units above the ground at
maximum.</p>
<h3><a name="t333"></a>333 - Explosion Ring Panel</h3>
<p>This is a match weapon panel. The Explosion Ring throws a slow ring that explodes into
many fragments upon striking a wall or another player. Being struck directly by the
Explosion Ring causes more kickback than usual.</p>
<p>Giving the deaf tag to a panel will cause it to float 31 units above the ground. This
does stack with bitsets, allowing panels to be a total of 4127 units above the ground at
maximum.</p>
<h3><a name="t334"></a>334 - Scatter Ring Panel</h3>
<p>This is a match weapon panel. The Scatter Ring throws 5 rings in a plus-shape.</p>
<p>Giving the deaf tag to a panel will cause it to float 31 units above the ground. This
does stack with bitsets, allowing panels to be a total of 4127 units above the ground at
maximum.</p>
<h3><a name="t335"></a>335 - Grenade Ring Panel</h3>
<p>This is a match weapon panel. The Grenade Ring throws a grenade that will explode
if an opposing player gets too close to it. It will also explode automatically after a
while if left untouched.</p>
<p>Giving the deaf tag to a panel will cause it to float 31 units above the ground. This
does stack with bitsets, allowing panels to be a total of 4127 units above the ground at
maximum.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Boxes</big></big></u><ol>
<h3><a name="t400"></a>400 - Super Ring (10 Rings)</h3>
<p>This monitor gives the player ten rings.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t402"></a>402 - Attraction Shield</h3>
<p>Also known as the yellow shield and god shield, this shield protects the player from a
single hit, then disappears. It also attracts all normal rings, spilled or on the map to
the player with the shield. It also protects the player from electric damage.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t403"></a>403 - Force Shield</h3>
<p>Also known as the blue shield, this shield protects the player from two hits, then
disappears. If the spin&nbsp; button is pressed while jumping, it is also possible to
reflect many projectiles.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t404"></a>404 - Armageddon Shield</h3>
<p>Also known as the black shield, this shield protects the player from a single hit,
triggering upon a hit. The shield can also be triggered by jumping, and then hitting the
spin key in midair. When the shield is triggered, a flash of light damages everything
within a large radius, destroying the shield in the process.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t405"></a>405 - Whirlwind Shield</h3>
<p>This shield protects the player from a single hit, then disappears. If the player does
a jump-spin, they will do a second jump in midair, making the maximum height that the
player can jump with the shield 224.</p>
<p>Versions of SRB2 previous to 1.09 had the Basic Shield in this object number, so make
sure to note that if the player loads the map in an older version, that is what they will
see.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t406"></a>406 - Elemental Shield</h3>
<p>Also known as the green&nbsp; shield, this shield protects the player from a single
hit, then disappears. While this shield is active, the player cannot drown. It also
protects the player from water, fire, and other damage. When the player with this shield
spin-dashes, it leaves a trail of fire, which deals fire damage to any enemy that touches
it.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t407"></a>407 - Super Sneakers</h3>
<p>This is a monitor powerup that gives the player about 2x running speed for 20 seconds.</p>
<h3><a name="t408"></a>408 - Invincibility</h3>
<p>This is a monitor powerup that prevents all damage to the player for 20 seconds.</p>
<h3><a name="t409"></a>409 - Extra Life</h3>
<p>This powerup monitor features the player's face, and provides an extra life when
struck.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t410"></a>410 - Eggman</h3>
<p>This monitor damages the player if they strike it.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t411"></a>411 - Teleporter</h3>
<p>This monitor mixes up all locations of players, teleporting them to the location of a
random other player. It has no effect in Single Player or in multiplayer modes while only
one player is in the game.</p>
<p>If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ?
monitor) from the weighted table in modes that support respawn. Elsewise, they will
respawn as the same monitor.</p>
<h3><a name="t412"></a>412 - Random Box</h3>
<p>Destroy this monitor and you will get a random powerup, like the boxes in Sonic 2 race
mode.</p>
<h3><a name="t412"></a>413 - Gravity Boots Box</h3>
<p>Destroy this monitor and the gravity will be flipped for a short time.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Interactive Objects (friendly or otherwise)</big></big></u><ol>
<h3><a name="t500"></a>500 - Air Bubble Patch</h3>
<p>This is the air bubble patch used underwater to give players air. It spawns big bubbles
randomly which replenish the player's air.</p>
<h3><a name="t501"></a>501 - End Level Sign</h3>
<p>This is the sign at the end of the stage. When the player enters the <a href="#s8192">Exit
Sector</a>, this sign will start to spin, and end on the face of the player. This sign
does not make the stage end, it's just a visual effect for it.</p>
<h3><a name="t502"></a>502 - Star Post</h3>
<p>Star Posts allow the player to respawn after dying at a point other than the beginning
of the stage. There can be up to 32 Star Posts in a map, and they work with the bitsets.</p>
<p>Instead of controlling the difficulty and deaf flags, the final digit of the bitset
determines the number of the Star Post. 0x0000 is the first one and 0x000f is the
sixteenth one. Note that since this overwrites all of the difficulty flags, they will
appear in all difficulties, even though 0x0000 would normally mean it wouldn't appear in
any difficulty level.</p>
<h3><a name="t520"></a>520 - Spikeball</h3>
<p>Just like thing <a href="#t521">521</a>, except they do normal damage to the player on
contact. </p>
<h3><a name="t521"></a>521 - Spikeball (Special Stage)</h3>
<p>These are the spikeballs used in the special stages. They harm the player for damage on
contact, but only if they are carrying rings.</p>
<h3><a name="t522"></a>522 - Ceiling Spike</h3>
<p>This is a downward pointing spike for use on the ceiling. Touching the pointy end of
the spike deals damage to the player.</p>
<p>By default, it attaches itself to the ceiling, and the height part of the bitset
measures how far down from the ceiling, instead of up from the floor.</p>
<h3><a name="t523"></a>523 - Floor Spike</h3>
<p>This is a upward pointing spike for use on the floor. Touching the pointy end of the
spike deals damage to the player.</p>
<h3><a name="t524"></a>524 - Big Floating Mine</h3>
<p>When you get close, this mine will start to follow you. Touches you, and it explodes.</p>
<h3><a name="t540"></a>540 - THZ Fan</h3>
<p>This is the fan used inside the secret passage in Techno Hill Zone Act 1. It pushes the
player slowly up until it reaches the maximum height it can. The maximum height is
determined by the angle, measured in normal fracunits (It can go above 360 just fine).</p>
<h3><a name="t541"></a>541 - THZ Gas Jet</h3>
<p>This is the gas jet used at the end of Techno Hill Zone Act 1. It launches the player
straight up on regular intervals about the same height as a yellow spring pointing up.</p>
<h3><a name="t550"></a>550 - Yellow Spring (Up)</h3>
<p>This is a yellow spring pointing straight up. It has a medium amount of force behind
it.</p>
<h3><a name="t551"></a>551 - Red Spring (Up)</h3>
<p>This is a red spring pointing straight up. It has a large amount of force behind it.</p>
<h3><a name="t552"></a>552 - Blue Spring</h3>
<p>This is a blue spring pointing straight up. It has a small amount of force behind it.
The intent is for this spring to be used underwater. It has about the same effect
underwater as a yellow spring does above water.</p>
<h3><a name="t553"></a>553 - Yellow Spring (Down)</h3>
<p>This is a yellow spring pointing straight down. It has a medium amount of force behind
it.</p>
<h3><a name="t554"></a>554 - Red Spring (Down)</h3>
<p>This is a red spring pointing straight down. It has a large amount of force behind it.</p>
<h3><a name="t555"></a>555 - Yellow Spring (Diagonal Up)</h3>
<p>This is a yellow spring pointing upwards and in the direction the thing is facing. It
has a medium amount of force behind it. When the player touches this spring, he will
automatically turn to face the direction the spring is launching the player.</p>
<h3><a name="t556"></a>556 - Red Spring (Diagonal Up)</h3>
<p>This is a red spring pointing upwards and in the direction the thing is facing. It has
a large amount of force behind it. When the player touches this spring, he will
automatically turn to face the direction the spring is launching the player.</p>
<h3><a name="t557"></a>557 - Yellow Spring (Diagonal Down)</h3>
<p>This is a yellow spring pointing downwards and in the direction the thing is facing. It
has a medium amount of force behind it. When the player touches this spring, he will
automatically turn to face the direction the spring is launching the player.</p>
<h3><a name="t558"></a>558 - Red Spring (Diagonal Down)</h3>
<p>This is a red spring pointing downward and in the direction the thing is facing. It has
a large amount of force behind it. When the player touches this spring, he will
automatically turn to face the direction the spring is launching the player.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Special placement patterns</big></big></u><ol>
<h3><a name="t600"></a>600 - 5 Vertical Rings (Yellow Spring)</h3>
<p>This is a chain of five rings intended to be used with thing <a href="#t550">550</a>.
Do not use ring chain objects in any mode where items respawn, because ring chains do not
respawn. Use bitsets to create chains in any mode with item respawn.</p>
<h3><a name="t601"></a>601 - 5 Vertical Rings (Red Spring)</h3>
<p>This is a chain of five rings intended to be used with thing <a href="#t551">551</a>.
Do not use ring chain objects in any mode where items respawn, because ring chains do not
respawn. Use bitsets to create chains in any mode with item respawn.</p>
<h3><a name="t602"></a>602 - 5 Diagonal Rings (Yellow Spring)</h3>
<p>This is a chain of five rings intended to be used with thing <a href="#t555">555</a>.
Do not use ring chain objects in any mode where items respawn, because ring chains do not
respawn. Use bitsets to create chains in any mode with item respawn.</p>
<h3><a name="t603"></a>603 - 10 Diagonal Rings (Red Spring)</h3>
<p>This is a chain of ten rings intended to be used with thing <a href="#t556">556</a>. Do
not use ring chain objects in any mode where items respawn, because ring chains do not
respawn. Use bitsets to create chains in any mode with item respawn.</p>
<h3><a name="t604"></a>604 - Nights: Circle of Rings</h3>
<h3><a name="t605"></a>605 - Nights: Circle of Rings (Big)</h3>
<h3><a name="t606"></a>606 - Nights: Circle of Wing Logos</h3>
<h3><a name="t607"></a>607 - Nights: Circle of Wing Logos (Big)</h3>
<h3><a name="t608"></a>608 - Nights: Circle of Rings and Wings</h3>
<h3><a name="t609"></a>609 - Nights: Circle of Rings and Wings (Big)</h3>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Powerup indicators/environmental effects/miscellany</big></big></u><ol>
<h3><a name="t700"></a>700 - Ambient Water SFX 1A (Small)</h3>
<h3><a name="t701"></a>701 - Ambient Water SFX 1B (Small)</h3>
<h3><a name="t702"></a>702 - Ambient Water SFX 2A (Medium)</h3>
<h3><a name="t703"></a>703 - Ambient Water SFX 2B (Medium)</h3>
<h3><a name="t704"></a>704 - Ambient Water SFX 3A (Large)</h3>
<h3><a name="t705"></a>705 - Ambient Water SFX 3B (Large)</h3>
<h3><a name="t706"></a>706 - Ambient Water SFX 4A (Extra Large)</h3>
<h3><a name="t707"></a>707 - Ambient Water SFX 4B (Extra Large)</h3>
<h3><a name="t708"></a>708 - Random Ambience 1</h3>
<h3><a name="t709"></a>709 - Random Ambience 2</h3>
<h3><a name="t750"></a>750 - Chaos Mode Enemy Spawn</h3>
<p>This is where the enemies spawn from in Chaos mode. There should be around 12 of these
points on a map with Chaos support.</p>
<h3><a name="t751"></a>751 - Teleport Destination</h3>
<p>This is the thing to be used with linedef type <a href="#l412">412</a>, the linedef
executor that teleports a player. This thing is where the player will spawn in the tagged
sector.</p>
<h3><a name="t752"></a>752 - Alternate View Point</h3>
<p>This is the thing to be used with linedef type <a href="#l422">422</a>, the linedef
executor that changes the camera view. This thing is where the camera will be moved to in
the tagged sector.</p>
<h3><a name="t753"></a>753 - Zoom Tube Waypoint</h3>
<p>Waypoints for zoom tubes. Think of Sonic 2's Metropolis Zone, Sonic 3 &amp; Knuckles's
Death Egg Zone, and Lava Reef Zone. The lower byte of the ANGLE field specifies the
waypoint's number in the sequence, and the upper byte specifies the sequence that the
waypoint belongs to. These are used in conjunction with sector type <a href="#s32768">32768</a>
and <a href="#s36864">36864</a>.</p>
<h3><a name="t754"></a>754 - Push</h3>
<h3><a name="t755"></a>755 - Pull</h3>
<h3><a name="t756"></a>756 - Street Light Source</h3>
<p>This produces a light in OpenGL. It is used in Starlit Warehouse Zone, one of the match
stages, as the street lights.</p>
<h3><a name="t760"></a>760 - PolyObject Anchor</h3>
<p>This is the first of the two points used to set up 'how much to move' a polyobject by
when creating it. Angle is the PolyObject ID#.</p>
<h3><a name="t761"></a>761 - PolyObject SpawnPoint</h3>
<p>This is the second of the two points used to set up 'how much to move' a polyobject by
when creating it. Angle is the PolyObject ID#.</p>
<h3><a name="t762"></a>762 - PolyObject SpawnPoint Crush</h3>
<p>This is the second of the two points used to set up 'how much to move' a polyobject by
when creating it. Angle is the PolyObject ID#. This item tells the PolyObject that it
should hurt the player.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Greenflower Scenery</big></big></u><ol>
<h3><a name="t800"></a>800 - GFZ Flower (Normal)</h3>
<p>This is a scenery object from Greenflower Zone. It is the orange flower seen all
throughout GFZ and most GFZ-themed custom maps.</p>
<h3><a name="t801"></a>801 - GFZ Sunflower</h3>
<p>This is a scenery object from Greenflower Zone. It is the large blue sunflower seen all
throughout GFZ and most GFZ-themed custom maps.</p>
<h3><a name="t802"></a>802 - GFZ Budding Flower</h3>
<p>This is a scenery object from Greenflower Zone. It is the small purple flower seen all
throughout GFZ and most GFZ-themed custom maps.</p>
<h3><a name="t804"></a>804 - Berry Bush</h3>
<p>This is a scenery object from Greenflower Zone. It is the green bush with red berries
seen all throughout GFZ and most GFZ-themed custom maps.</p>
<h3><a name="t805"></a>805 - Bush</h3>
<p>This is a scenery object from Greenflower Zone. It is the green bush without the
berries seen all throughout GFZ and most GFZ-themed custom maps.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Techno Hill Scenery</big></big></u><ol>
<h3><a name="t900"></a>900 - THZ Flower</h3>
<p>This is a scenery object from Techno Hill Zone Act 1. It is the metallic white flower.</p>
<h3><a name="t901"></a>901 - THZ Alarm</h3>
<p>This is a scenery object from Techno Hill Zone Act 2. It is the little alarm in the
passage with the first Star Post. It creates noise, but the red visual effect in THZ2 was
done with a colormap, not this object.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Deep Sea Scenery</big></big></u><ol>
<h3><a name="t1000"></a>1000 - Gargoyle</h3>
<p>Pushable gargoyle. Can be stood on top of as well.</p>
<p>Giving this the Deaf tag will prevent it from being pushable.</p>
<h3><a name="t1001"></a>1001 - Seaweed</h3>
<p>Animated seaweed. Intangible scenery.</p>
<h3><a name="t1002"></a>1002 - Dripping Water</h3>
<p>Water dripping from the ceiling. ANGLE value specifies start delay.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Castle Eggman Scenery</big></big></u><ol>
<h3><a name="t1100"></a>1100 - Hanging Chain</h3>
<p>This is a scenery object from Castle Eggman, a dungeon chain hanging from the ceiling.</p>
<p>By default, it attaches itself to the ceiling, and the height part of the bitset
measures how far down from the ceiling, instead of up from the floor.</p>
<h3><a name="t1101"></a>1101 - CEZ Torch</h3>
<p>This is the torch used in Castle Eggman Zone. It produces light in OpenGL, and it harms
the player for fire damage on contact.</p>
<h3><a name="t1102"></a>1102 - Eggman Statue </h3>
<p>This is the large Eggman statue in Castle Eggman Zone.</p>
<h3><a name="t1103"></a>1103 - CEZ Flower</h3>
<p>This is a scenery object from Castle Eggman Zone. It is the decaying flower.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Arid Canyon Scenery</big></big></u><ol>
<h3><a name="t1200"></a>1200 <20> Big Tumbleweed</h3>
<p>A large moveable tumbleweed that rolls along the floor.</p>
<h3><a name="t1201"></a>1201 <20> Little Tumbleweed</h3>
<p>A small movable tumbleweed that rolls along the floor.</p>
<h3><a name="t1202"></a>1202 <20> Rock Spawner</h3>
<p>An object which randomly spawns falling rocks, which damage the player on impact.<br>
Description on how to use goes here.</p>
</ol>
</li>
<li><u><big><big>Red Volcano Scenery</big></big></u><ol>
<h3><a name="t1300"></a>1300 <20> Horizontal Flame Jet</h3>
<p>A stready stream of flames comes out horizontally.</p>
<h3><a name="t1301"></a>1301 <20> Vertial Flame Jet</h3>
<p>A stready stream of flames comes out vertially.</p>
</ol>
</li>
<li><u><big><big>Dark City Scenery</big></big></u><ol>
</ol>
</li>
<li><u><big><big>Doom Ship Scenery</big></big></u><ol>
</ol>
</li>
<li><u><big><big>Egg Rock / Final Fight Scenery</big></big></u><ol>
</ol>
</li>
<li><u><big><big>NiGHTS Items</big></big></u><ol>
<h3><a name="t1700"></a>1700 - Nights: Axis</h3>
<p>Lower 10 bits: Axis number in the mare (0-based) Upper 6 bits: Mare that axis belongs
to (0-based). ANGLE value determines the size of the axis to rotate around. If 16384 is
added to the ANGLE value, the axis will be inverted.</p>
<h3><a name="t1701"></a>1701 - Nights: Axis Transfer (Normal)</h3>
<h3><a name="t1702"></a>1702 - Nights: Axis Transfer Line</h3>
<h3><a name="t1703"></a>1703 - Nights: Ideya Drone</h3>
<p>Angle value sets the NiGHTS timer, in seconds. </p>
<h3><a name="t1704"></a>1704 - Nights: Bumper</h3>
<p>Lower 4 bits of the flags specify the angle of the bumper in 30 degree increments.</p>
<h3><a name="t1705"></a>1705 - Nights: Hoop</h3>
<h3><a name="t1706"></a>1706 - Nights: Wing Logo</h3>
<h3><a name="t1707"></a>1707 - Nights: Super Loop</h3>
<h3><a name="t1708"></a>1708 - Nights: Drill Refill</h3>
<h3><a name="t1709"></a>1709 - Nights: Helper</h3>
<h3><a name="t1710"></a>1710 - Nights: Egg Capsule</h3>
<p>The capsule you need to collect rings to break in NiGHTS. The value of its ANGLE field
determines how many rings you need to break it. Just like the axis points, the upper bits
(value &gt;&gt; 10) determine the mare it belongs to. For example, an angle value of 1024
means it belongs to mare 1 (2nd mare, it's zero based), and requires 0 rings to break.
1030 would be mare 1, and 6 rings to break. 2048 would be mare 2, no rings.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Mario Items</big></big></u><ol>
<h3><a name="t1800"></a>1800 - Coin</h3>
<p>This is a coin, which is essentially a ring with Mario graphics and sound effects.</p>
<h3><a name="t1801"></a>1801 - Overworld Goomba</h3>
<p>These are the enemies in Mario Koopa Blast 1, and are essentially Crawlas with a Mario
graphic.</p>
<h3><a name="t1802"></a>1802 - Underworld Goomba</h3>
<p>These are the enemies in Mario Koopa Blast 2, and are essentially Crawlas with a Mario
graphic.</p>
<h3><a name="t1803"></a>1803 - Fire Flower</h3>
<p>This is the powerup from the Mario Koopa Blast stages. It changes the player to a white
palette, and allows the player to throw fireballs with the fire button. The fireballs fly
in a Mario-style bounce trajectory until they hit an enemy or a wall.</p>
<h3><a name="t1804"></a>1804 - Koopa Shell</h3>
<p>This is the Koopa Shell in Mario Koopa Blast 1. It will bounce around, striking enemies
and players.</p>
<h3><a name="t1805"></a>1805 - Puma (Mario Jumping Fireball)</h3>
<p>This is the fireball used in Mario Koopa Blast 3. The angle determines the jump height,
with 0 being the old jump style. Note that the jump height is based on force, not units,
so experimentation will be necessary to get the correct height.</p>
<h3><a name="t1806"></a>1806 - King Bowser</h3>
<h3><a name="t1807"></a>1807 - Axe</h3>
<p>The axe used to defeat Bowser in the third Mario level.</p>
<h3><a name="t1808"></a>1808 - Bush (Short)</h3>
<p>This is a scenery object from Mario Koopa Blast</p>
<h3><a name="t1809"></a>1809 - Bush (Tall)</h3>
<p>This is a scenery object from Mario Koopa Blast</p>
<h3><a name="t1810"></a>1810 - Toad</h3>
<p>This is Toad at the end of Mario Koopa Blast 3.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Xmas Items</big></big></u><ol>
<h3><a name="t1850"></a>1850 - Xmas Pole</h3>
<p>X-Mas scenery object. Looks like a little barber shop pole.</p>
<h3><a name="t1851"></a>1851 - Candy Cane</h3>
<p>X-Mas scenery object. Looks like a candy cane.</p>
<p>Note that Mystic Realm 4 replaces this object with the Sonic 1 palm tree, so any maps
loaded while Mystic Realm 4 is loaded will overwrite the image, making any candy canes
look like palm trees, which can look kinda stupid.</p>
<h3><a name="t1852"></a>1852 - Snowman</h3>
<p>X-Mas scenery object. Pushable snowman with a happy face. Can be stood on top of as
well. Acts the same as thing <a href="#t1000">1000</a>.</p>
<p>Giving this the Deaf tag will prevent it from being pushable.</p>
<p>&nbsp;</p>
</ol>
</li>
<h1><a name="linetypes"></a>Linedef Types</h1>
<p>Lines may have flags applied to them. The following is a reference of their values.
Unless specified otherwise in a line type, the flags behave as follows:</p>
<div align="left"><table border="1" width="83%">
<tr>
<td width="33%">NAME</td>
<td width="10%">VALUE</td>
<td width="57%">DESCRIPTION</td>
</tr>
<tr>
<td width="33%"><a name="#EFFECT6"></a>EFFECT6</td>
<td width="10%">1</td>
<td width="57%">Special use flag #6.</td>
</tr>
<tr>
<td width="33%"><a name="#BLOCKMONSTERS"></a>BLOCKMONSTERS</td>
<td width="10%">2</td>
<td width="57%">Prevents an enemy from crossing the line. May not work for especially
speedy enemies.</td>
</tr>
<tr>
<td width="33%"><a name="#TWOSIDED"></a>TWOSIDED</td>
<td width="10%">4</td>
<td width="57%">Flag used to indicate if a line is two sided. Do not modify.</td>
</tr>
<tr>
<td width="33%"><a name="#DONTPEGTOP"></a>DONTPEGTOP</td>
<td width="10%">8</td>
<td width="57%">Unpeg upper texture. Good for moving floors.</td>
</tr>
<tr>
<td width="33%"><a name="#DONTPEGBOTTOM"></a>DONTPEGBOTTOM</td>
<td width="10%">16</td>
<td width="57%">Unpeg bottom texture. Good for moving ceilings.</td>
</tr>
<tr>
<td width="33%"><a name="#EFFECT1"></a>EFFECT1</td>
<td width="10%">32</td>
<td width="57%">Special use flag #1.</td>
</tr>
<tr>
<td width="33%"><a name="#NOCLIMB"></a>NOCLIMB</td>
<td width="10%">64</td>
<td width="57%">Don't allow Knuckles to climb on this wall.</td>
</tr>
<tr>
<td width="33%"><a name="#EFFECT2"></a>EFFECT2</td>
<td width="10%">128</td>
<td width="57%">Special use flag #2.</td>
</tr>
<tr>
<td width="33%"><a name="#EFFECT3"></a>EFFECT3</td>
<td width="10%">256</td>
<td width="57%">Special use flag #3.</td>
</tr>
<tr>
<td width="33%"><a name="#EFFECT4"></a>EFFECT4</td>
<td width="10%">512</td>
<td width="57%">Special use flag #4.</td>
</tr>
<tr>
<td width="33%"><a name="#EFFECT5"></a>EFFECT5</td>
<td width="10%">1024</td>
<td width="57%">Special use flag #5.</td>
</tr>
<tr>
<td width="33%"><a name="#NOSONIC"></a>NOSONIC</td>
<td width="10%">2048</td>
<td width="57%">Disable line special if playing as Sonic (Single Player Only).</td>
</tr>
<tr>
<td width="33%"><a name="#NOTAILS"></a>NOTAILS</td>
<td width="10%">4096</td>
<td width="57%">Disable line special if playing as Tails (Single Player Only).</td>
</tr>
<tr>
<td width="33%"><a name="#NOKNUX"></a>NOKNUX</td>
<td width="10%">8192</td>
<td width="57%">Disable line special if playing as Knuckles (Single Player Only).</td>
</tr>
<tr>
<td width="33%"><a name="#BOUNCY"></a>BOUNCY</td>
<td width="10%">16384</td>
<td width="57%">Bounce the player off this line.</td>
</tr>
<tr>
<td width="33%"><a name="#TFERLINE"></a>TFERLINE</td>
<td width="10%">32768</td>
<td width="57%">Use this on a FOF line special to define the texture &amp; offsets for
each side of the FOF. The control sector must have at LEAST the same # of sides as the
target sector(s).</td>
</tr>
</table>
</div><hr>
<li><u><big><big>Level Parameters / Miscellany</big></big></u><ol>
<h3><a name="l1"></a>1 - Per-Sector Gravity</h3>
<p>Sets the gravity of the tagged sector or sectors, as a percentage of global gravity
(which can be set separately using sector type <a href="#s176">176</a>). The floor height
of the control sector is used. If it is 1000, then the target sector will have 100%
gravity. If it is 500, the target sector will have 50% of the global gravity. Negative
values work as well, but players can't jump down; they'll get stuck to the ceiling, unless
the <a href="#NOCLIMB">NOCLIMB</a> flag is checked.</p>
<p>You can apply this special to the control sector of an intangible FOF to change the
gravity only inside that FOF.</p>
<h3><a name="l2"></a>2 - Custom Exit</h3>
<p>Tag this to an Exit Sector (type <a href="#s8192">8192</a>) to exit to a custom level,
overriding the one set in the map header. The map number you go to is indicated by the
front sector's floor. Additionally, if the control linedef's bitset is set to disallow
climbing (with the <a href="#NOCLIMB">NOCLIMB</a> attribute, whose value is 64), skip the
score tally screen when switching to the new map.</p>
<p>If the control linedef has the <a href="#BLOCKMONSTERS">BLOCKMONSTERS</a> flag set,
this effect does something super complicated and fun, going to a different level depending
on whether the player has all emeralds or not. If the player has seven emeralds, the
linedef's front sector's ceiling height will be used. Otherwise, go to the map number
indicated by the linedef's front sector's floor. That's <i>only</i> if you set the <a
href="#BLOCKMONSTERS">BLOCKMONSTERS</a> flag.</p>
<p>If the <a href="#EFFECT4">EFFECT4</a> flag is set, the linedef's front side x offset
will be used as the new gametype after the map change, providing it is in range (from 0 to
4, inclusive).</p>
<h3><a name="l3"></a>3 - Zoom Tube Parameters</h3>
<p>X length = speed. Y length = waypoint sequence #. See sector type <a href="#s32768">32768</a>
for more information.</p>
<h3><a name="l4"></a>4 - Speed Pad</h3>
<p>Creates a speed pad. The linedef direction and indicates the direction of the pad. The
target sector must have type <a href="#s1280">1280</a> or <a href="#s1536">1536</a> for
this to work.</p>
<p>If the <a href="#EFFECT4">EFFECT4</a> flag is set, you will not be teleported to the
center of the sector when the speed pad is activated.</p>
<h3><a name="l5"></a>5 - Camera Scanner</h3>
<p>Modifies camera position while the player is in the target sector. The floor and
ceiling of the control sector and the angle of the control linedef are the values for
CAM_HEIGHT, CAM_DIST, and CAM_ROTATE, respectively. Camera position is reset when the
player steps outside the sector.</p>
<h3><a name="l6"></a>6 - Disable Linedef</h3>
<p>Disables any linedef specials that share the same tag. Will be used in the future to
check if a particular level has been previously cleared or not.</p>
<h3><a name="l7"></a>7 - Flat Alignment</h3>
<p>Aligns floor and/or ceiling flats. The x alignment is specified by the control
linedef's x distance (the difference between the x values of its two vertices), and the y
alignment is specified by the control linedef's y distance.</p>
<p>By default, works on both the floor and ceiling (however, note that skies cannot be
&quot;aligned&quot; ;). Adding the <a href="#NOCLIMB">NOCLIMB</a> flag to the linedef will
align the floor only, while the <a href="#BLOCKMONSTERS">BLOCKMONSTERS</a> flag will make
it align the ceiling only.</p>
<h3><a name="l8"></a>8 - Sector Special Parameters</h3>
<p>Sets special behavior of a sector's type depending on the flag(s) checked:</p>
<p><a href="#NOCLIMB">NOCLIMB</a> - Special only operates when touching ceiling</p>
<p><a href="#EFFECT4">EFFECT4</a> - Special operates when touching either the floor or the
ceiling</p>
<p><a href="#EFFECT3">EFFECT3</a> - Special operates by just touching the sector, rather
than having to be inside of it.</p>
<h3><a name="l9"></a>9 - Chain Parameters</h3>
<p>Sets special behavior of a moving chain as such:</p>
<p>x length - # of links on the chain</p>
<p>y length - Overall speed (0-15)</p>
<p>X offset - Rotation speed on the X axis (0-15)</p>
<p>Y offset - Rotation speed on the Z axis (0-15)</p>
<p>floorheight - angle to start at (0-15)</p>
<p>ceilingheight - maximum rotation speed</p>
<h3><a name="l10"></a>10 - Culling Plane</h3>
<p>Set like <a href="#l1">line 1</a>, this creates an invisible plane in the sector. If
your view is above this plane, lots of things drawn below the height of this plane will be
discarded, and if your view is below the plane, a lot of things drawn above the height of
the plane will be discarded. This is to tell the game to not draw stuff that you aren't
going to see anyway. Do note that the view doesn't have to be in the current sector, you
can also be viewing from the side, which may be undesirable. To prevent this problem, you
can check the <a href="#NOCLIMB">NOCLIMB</a> flag, which will allow you to 'group' a set
of sectors to one control sector in which the culling will only take effect. For example,
you have a control sector set up for culling, and have two culling lines in the control
sector, tagged to sectors 'A' and 'B'. If the player is in sector 'A' or 'B', the culling
will occur, but if the player is in sector 'C', it will not.</p>
<h3>11 - Rope Hang Parameters</h3>
<p>X length = speed. Y length = waypoint sequence #.</p>
<p>EFFECT1 - Don't wrap movement</p>
<p>See sector type 45056 for more information.</p>
<h3>12 - Rock Spawn Parameters</h3>
<p>Sets special behavior of a rock spawner (#1202) as such:</p>
<p>length - momentum strength</p>
<p>line angle - momentum angle</p>
<p>X offset - # of tics to wait until another is spawned</p>
<p>Y offset - Rock crumble sprite to use (0-15)</p>
<p>NOCLIMB - add some randomization to the momentum</p>
<p>&nbsp;</p>
<h3>13 - Heat Wave</h3>
<p>Applies a heat effect to the screen. Tag this to a sector, or to the control sector of a FOF.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Level Parameters / Miscellany</big></big></u><ol>
<h3><a name="l20"></a>20 - Marks first line in PolyObject</h3>
<p>Explain here.</p>
<h3><a name="l21"></a>21 - Explicitly include a PolyObject line</h3>
<p>Explain here.</p>
<h3><a name="l30"></a>30 - PolyObject Parameters</h3>
<p>Explain here.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Level-Load Effects</big></big></u><ol>
<h3><a name="l50"></a>50 - Instant Floor Lower</h3>
<p>Makes the floor instantly lower on level load to be at the same height as the lowest
floor of any bordering sector.</p>
<h3><a name="l51"></a>51 - Instant Ceiling Raise</h3>
<p>Makes the ceiling instantly rise on level load to be the same height as the highest
ceiling of any bordering sector.</p>
<h3><a name="l52"></a>52 - Continuously Falling Sector</h3>
<p>Requires two control sectors. Sector continuously falls until its ceiling reaches the
floor of the line's back sector, then returns to its original position and keeps falling.
Linedef length determines speed. Good for things like intermittently falling lava. If the <a
href="#NOCLIMB">NOCLIMB</a> flag is set, it falls upwards, instead of downwards.</p>
<h3><a name="l53"></a>53 - Continuous Floor/Ceiling Mover</h3>
<p>Must be a two-sided linedef, tagged to another sector on the map. The tagged sector's
floor and ceiling will move, first so that they're equal to the floor and ceiling of the
linedef's front sector, then so they're equal to the floor and ceiling of the linedef's
back sector, then the front sector again, and so on.</p>
<p>The speed of the movement is determined by the linedef's length and uses the same units
as linetype <a href="#l60">60</a>.</p>
<h3><a name="l54"></a>54 - Continuous Floor Mover</h3>
<p>Like linetype <a href="#l53">53</a>, but only moves the floor, not the ceiling. Can be
used to replace floating platforms in some cases, where only the floor was desired to
move.</p>
<h3><a name="l55"></a>55 - Continuous Ceiling Mover</h3>
<p>Like linetype <a href="#l53">53</a>, but only moves the ceiling, not the floor.</p>
<h3><a name="l56"></a>56 - Continuous Two-Speed Floor/Ceiling Mover</h3>
<p>Must be a two-sided linedef, tagged to another sector on the map. The tagged sector's
floor and ceiling will move, first so that they're equal to the floor and ceiling of the
linedef's front sector, then so they're equal to the floor and ceiling of the linedef's
back sector, then the front sector again, and so on.</p>
<p>The speed of the movement is determined by the linedef's x distance (the first way,
towards the front sector) and y distance (the second way, towards the back sector), using
the same units as linetype <a href="#l60">60</a>.</p>
<p>Unlike linetype <a href="#l53">53</a>, this effect does not slow down when it reaches
the end of its movement. Instead, it changes instantly from going in one direction to
going in the other. It's designed for making more sophisticated crushers than the crusher
type allows (i.e. crushers with varying rise/crush speeds, FOF crushers, crushers with
different start points).</p>
<h3><a name="l57"></a>57 - Continuous Two-Speed Floor Mover</h3>
<p>Like linetype <a href="#l56">56</a>, but only moves the floor, not the ceiling.</p>
<h3><a name="l58"></a>58 - Continuous Two-Speed Ceiling Mover</h3>
<p>Like linetype <a href="#l56">56</a>, but only moves the ceiling, not the floor.</p>
<h3><a name="l59"></a>59 - Activate Floating Platform</h3>
<p>This is used to make floating platforms (that move up and down) as well as moving
water. In fact, you can use this to make any type of block move vertically. The way it
works is somewhat confusing - You use three control sectors, all connected by at least one
linedef. Easiest thing to do is make three square sectors together in a row. One of the
linedefs on the middle sector should contain the Floor Over Floor line special that you
want. This will be the Floor Over Floor control sector. The other two sectors represent
the bottommost position you want the Floor Over Floor to reach, and the topmost position
you want the Floor Over Floor to reach. The 59 line can be on any of these sectors, as
long as you tag it to the middle one. If you still don't understand, look at Greenflower
Zone Act 2. If the <a href="#NOCLIMB">NOCLIMB</a> flag is set, the platform will begin
moving upwards, rather than downwards.</p>
<h3><a name="l60"></a>60 - Activate Floating Platform (Adjustable Speed)</h3>
<p>Speed is indicated by linedef length; one unit of speed here is 0.25 fracunits per tic.
(Floating platforms made with type <a href="#l59">59</a> move at 2 fracunits per tic.)
Aside from the linedef length controlling speed, works exactly like linedef type <a
href="#l59">59</a>.</p>
<h3><a name="l61"></a>61 - Crusher 1 (Ceiling to Floor)</h3>
<p>The crush motion is from the ceiling to the floor. Linedef length indicates crusher
speed. See also linetype <a href="#l62">62</a>, Crusher 2.</p>
<h3><a name="l62"></a>62 - Crusher 2 (Floor to Ceiling)</h3>
<p>Like linetype <a href="#l61">61</a>, Crusher 1, except that it starts in a different
place, not synchronised with any crushers that use the Crusher 1 type. The highest ceiling
this crusher reaches will be the highest ceiling height of any bordering sector.</p>
<h3><a name="l63"></a>63 - Fake Floor</h3>
<p>Creates two fake planes, fake floor and fake ceiling. Main textures are not affected,
but as far as above/below textures and floor/ceiling flats are concerned, the floor and
ceiling height are those of the control sector. As far as collisions, walking, etc. are
concerned, the floor and ceiling flats are whatever they normally would be.</p>
<p>Fake floor is useful for railings (THZRAIL and WOODRAIL; see THZ2 for examples) and
snow effects (making a fake floor of snow just a few units above normal floor, so it looks
like the player's feet are buried in the snow).</p>
<h3><a name="l64"></a>64 - Appearing/Disappearing FOF</h3>
<p>Tag this to any FOF <i>line</i> and this will cause it to appear and disappear
intermittently. The line's X length is the amount of time (in tics) that the FOF will
appear, and Y length is the amount of time (in tics) that the FOF will disappear. The
control sector's floor height allows you to specify an offset (in tics) of how much time
will pass before the appearing/disappearing kicks in.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Floor-Over-Floors (FOFs)</big></big></u><ol>
<h3><a name="l100"></a>100 - Floor Over Floor: Solid, Opaque, Shadowcasting</h3>
<p>This is just a regular old FOF. As with any block, the ceiling of the control sector is
the top of the block, and the floor of the control sector is the bottom.
&quot;Shadowcasting&quot; means that the light value used in the control sector is used
for the area below where the actual FOF appears, as opposed to above it.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL-->
<h3><a name="l101"></a>101 - Floor Over Floor: Solid, Opaque, Non-Shadowcasting</h3>
<p>See notes for <a href="#l100">100</a>. &quot;Non-shadowcasting&quot; means that the
light value you set in the control sector will be used for the area above the FOF, instead
of below it.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_CUTLEVEL-->
<h3><a name="l102"></a>102 - Floor Over Floor: Solid, Translucent</h3>
<p>Useful for windows. The GLASSTEX texture is good for this purpose. You can change the
alpha value of the translucency by setting the control linedef's Above texture to a #
followed by a three-digit decimal number, 000 to 255. #000 is most transparent, #255 is
most opaque. Note that in software mode, there are actually only ten different values that
serve as a 'best guess'.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA-->
<h3><a name="l103"></a>103 - Floor Over Floor: Solid, Sides Only</h3>
<p>A solid FOF that renders sides only, not planes (floor and ceiling). You were supposed
to be able to use it to place railings (THZRAIL, WOODRAIL, etc.) on FOFs. It doesn't work
for that, because the railings use a different kind of transparency and software mode
won't draw them on FOFs. So this one is going on the list of useless effects, right next
to linetype <a href="#l104">104</a>.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERSIDES|FF_NOSHADE|FF_CUTLEVEL-->
<h3><a name="l104"></a>104 - Floor Over Floor: Solid, No Sides</h3>
<p>Like a 3D floor of type <a href="#l101">101</a>, except that sides are not drawn.
Supposedly a little bit faster than a normal 3D floor. You can use it when the sides
wouldn't be visible anyway.</p>
<p>This type of 3D floor will have shadows if and only if you set the control linedef's <a
href="#NOCLIMB">NOCLIMB</a> flag.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERPLANES|FF_CUTLEVEL
If the <a href="#NOCLIMB">NOCLIMB</a> flag is disabled, it also adds FF_NOSHADE-->
<h3><a name="l105"></a>105 - Floor Over Floor: Solid, Invisible</h3>
<p>For making invisible walls and other strange effects.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_NOSHADE-->
<hr>
<h3><a name="l120"></a>120 - Floor Over Floor: Water, Opaque</h3>
<p>This one looks exactly like linetype <a href="#l100">100</a> ingame, but is a block of
water instead of solid.</p>
<p>The block will have the attribute of linetype <a href="#l200">200</a> if the <a
href="#NOCLIMB">NOCLIMB</a> flag is set.</p>
<p>To use the light level of the target sector, utilize the <a href="#EFFECT4">EFFECT4</a>
flag.</p>
<p>If this is used as lava (Fire Damage), and you set the <a href="#BLOCKMONSTERS">BLOCKMONSTERS</a>
flag, you can still pass through the lava.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_RENDERALL|FF_SWIMMABLE|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES-->
<h3><a name="l121"></a>121 - Floor Over Floor: Water, Translucent</h3>
<p>This one looks exactly like linetype <a href="#l102">102</a> ingame, but is a block of
water instead of solid.</p>
<p>The block will have the attribute of linetype <a href="#l200">200</a> if the <a
href="#NOCLIMB">NOCLIMB</a> flag is set.</p>
<p>To use the light level of the target sector, utilize the <a href="#EFFECT4">EFFECT4</a>
flag.</p>
<p>If this is used as lava (Fire Damage), and you set the <a href="#BLOCKMONSTERS">BLOCKMONSTERS</a>
flag, you can still pass through the lava.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_RENDERALL|FF_TRANSLUCENT|FF_SWIMMABLE|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|
FF_CUTSPRITES-->
<h3><a name="l122"></a>122 - Floor Over Floor: Water, Opaque, No Sides</h3>
<p>Like linetype <a href="#l120">120</a>, but doesn't render sides.</p>
<p>The block will have the attribute of linetype <a href="#l200">200</a> if the <a
href="#NOCLIMB">NOCLIMB</a> flag is set.</p>
<p>To use the light level of the target sector, utilize the <a href="#EFFECT4">EFFECT4</a>
flag.</p>
<p>If this is used as lava (Fire Damage), and you set the <a href="#BLOCKMONSTERS">BLOCKMONSTERS</a>
flag, you can still pass through the lava.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_RENDERPLANES|FF_SWIMMABLE|FF_BOTHPLANES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES-->
<h3><a name="l123"></a>123 - Floor Over Floor: Water, Translucent, No Sides</h3>
<p>Like linetype <a href="#l121">121</a>, but doesn't render sides. Most of the time this
won't make a difference. It can be useful, however, for windows that have water on one
side and not on the other.</p>
<p>The block will have the attribute of linetype <a href="#l200">200</a> if the <a
href="#NOCLIMB">NOCLIMB</a> flag is set.</p>
<p>To use the light level of the target sector, utilize the <a href="#EFFECT4">EFFECT4</a>
flag.</p>
<p>If this is used as lava (Fire Damage), and you set the <a href="#BLOCKMONSTERS">BLOCKMONSTERS</a>
flag, you can still pass through the lava.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_RENDERPLANES|FF_TRANSLUCENT|FF_SWIMMABLE|FF_BOTHPLANES|FF_CUTEXTRA|FF_EXTRA|
FF_CUTSPRITES-->
<hr>
<h3><a name="l140"></a>140 - Floor Over Floor: Intangible from Bottom, Opaque </h3>
<p>This sector type is solid from the top and walls, but is not solid from the bottom.
This allows the designer to create one-way passages as well as simulate 2D design by
having platforms that players can jump up to from below.</p>
<p>This type of 3D floor will have shadows unless you set the control linedef's <a
href="#NOCLIMB">NOCLIMB</a> flag.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_BOTHPLANES|FF_ALLSIDES
If the <a href="#NOCLIMB">NOCLIMB</a> flag is enabled, it also adds FF_NOSHADE-->
<h3><a name="l141"></a>141 - Floor Over Floor: Intangible from Bottom, Translucent</h3>
<p>A copy of linetype <a href="#l140">140</a> that is also translucent.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_TRANSLUCENT|FF_BOTHPLANES|FF_ALLSIDES
If the <a href="#NOCLIMB">NOCLIMB</a> flag is enabled, it also adds FF_NOSHADE-->
<h3><a name="l142"></a>142 - Floor Over Floor: Intangible from Bottom, Translucent, No
Sides</h3>
<p>A platform you can jump up through, like linetype <a href="#l140">140</a> (and decides
the same way whether to have shadows or not), with translucency and that doesn't render
sides. Alpha value supported the same way as linetype <a href="#l102">102</a>.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_CUTLEVEL|FF_RENDERPLANES|FF_TRANSLUCENT|FF_PLATFORM|FF_BOTHPLANES
If the <a href="#NOCLIMB">NOCLIMB</a> flag is enabled, it also adds FF_NOSHADE-->
<hr>
<h3><a name="l150"></a>150 - Floor Over Floor: Bobbing (Air)</h3>
<p>FOF that moves down 16 units when you step on, then returns to its former position when
you step off. The control sector must be connected to another sector with the same floor
and ceiling height. This seemingly redundant sector is used for resetting the heights. (If
you forget to put it in, the bobbing floor when stepped on will go down, keep going down,
and never stop or come back up.) See also linetypes <a href="#l151">151</a> and <a
href="#l152">152</a>. This linedef is obsolete. Please use linetype 190-195.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_AIRBOB-->
<h3><a name="l151"></a>151 - Floor Over Floor: Adjustable Bobbing (Air)</h3>
<p>Like linetype <a href="#l150">150</a>, except that instead of the floor moving down 16
units when you step on it, it moves down the number of units of the control linedef's
length. This linedef is obsolete. Please use linetype 190-195.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_AIRBOB-->
<h3><a name="l152"></a>152 - Floor Over Floor: Reverse Bobbing (Air)</h3>
<p>Like linetype <a href="#l151">151</a>, except in reverse. The platform goes <i>up</i>
when you step on it and back <i>down</i> when you step off. This linedef is obsolete.
Please use linetype 190-195.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_AIRBOB-->
<hr>
<h3><a name="l160"></a>160 - Floor Over Floor: Floating, Bobbing</h3>
<p>Bobs and floats in water. The floating part means that if the water moves or rises,
this platform will rise with it.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB-->
<hr>
<h3><a name="l170"></a>170 - Floor Over Floor: Crumbling (Respawn)</h3>
<p>Crumbles and falls away, then reappears 15 seconds later.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE-->
<h3><a name="l171"></a>171 - Floor Over Floor: Crumbling (No Respawn)</h3>
<p>Crumbles and falls away and never comes back.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE|FF_NORETURN-->
<h3><a name="l172"></a>172 - Floor Over Floor: Crumbling (Respawn)</h3>
<p>A copy of linetype <a href="#l140">140</a> that also crumbles when stood on and
reappears after 15 seconds.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_CRUMBLE|FF_BOTHPLANES|FF_ALLSIDES
If the <a href="#NOCLIMB">NOCLIMB</a> flag is enabled, it also adds FF_NOSHADE-->
<h3><a name="l173"></a>173 - Floor Over Floor: Crumbling (No Respawn)</h3>
<p>A copy of linetype <a href="#l172">172</a> that stays gone forever after crumbling.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_CRUMBLE|FF_NORETURN|FF_BOTHPLANES|
FF_ALLSIDES
If the <a href="#NOCLIMB">NOCLIMB</a> flag is enabled, it also adds FF_NOSHADE-->
<h3><a name="l174"></a>174 - Floor Over Floor: Intangible from Bottom, Crumbling
(Respawn), Translucent</h3>
<p>A copy of linetype <a href="#l141">141</a> that also crumbles when stood on and
reappears after 15 seconds.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_CRUMBLE|FF_TRANSLUCENT|FF_BOTHPLANES|
FF_ALLSIDES
If the <a href="#NOCLIMB">NOCLIMB</a> flag is enabled, it also adds FF_NOSHADE-->
<h3><a name="l175"></a>175 - Floor Over Floor: Intangible from Bottom, Crumbling (No
Respawn), Translucent</h3>
<p>A copy of linetype <a href="#l174">174</a> that stays gone forever after crumbling.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_CRUMBLE|FF_NORETURN|FF_TRANSLUCENT|
FF_BOTHPLANES|FF_ALLSIDES
If the <a href="#NOCLIMB">NOCLIMB</a> flag is enabled, it also adds FF_NOSHADE-->
<h3><a name="l176"></a>176 - Floor Over Floor: Crumbling (Respawn), Floating, Bobbing</h3>
<p>Crumbles and falls, then floats on water, then bobs when you step on it.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB|FF_AIRBOB|FF_CRUMBLE-->
<h3><a name="l177"></a>177 - Floor Over Floor: Crumbling (No Respawn), Floating, Bobbing</h3>
<p>Crumbles and falls, then floats on water, then bobs when you step on it. Unlike
linetype <a href="#l176">176</a>, does not return to its former position.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB|FF_AIRBOB|FF_CRUMBLE|FF_NORETURN-->
<h3><a name="l178"></a>178 - Floor Over Floor: Crumbling (Respawn), Floating</h3>
<p>Crumbles and falls, then floats on water, then reappears up in the air 15 seconds
later.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE|FF_FLOATBOB-->
<h3><a name="l179"></a>179 - Floor Over Floor: Crumbling (No Respawn), Floating</h3>
<p>Crumbles and falls, then spends the rest of its days floating on water, never to
reappear up in the air.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE|FF_FLOATBOB|FF_NORETURN-->
<h3><a name="l180"></a>180 - Floor Over Floor: Crumbling (Respawn), Bobbing (Air)</h3>
<p>Bobs, crumbles, and falls when stepped on.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_AIRBOB|FF_CRUMBLE-->
<hr>
<h3><a name="l190"></a>190 - Floor Over Floor: Rising Platform, Solid, Opaque,
Shadowcasting</h3>
<p>Just like <a href="#l100">100</a>, except when a player steps on it, it will rise up to
the control sector's highest adjacent sector. You set the control sectors for this up like
special <a href="#l59">59</a>. Linedef length controls speed like <a href="#l60">60</a>.
If the <a href="#NOCLIMB">NOCLIMB</a> flag is set, it will require the player to spindash
to raise the platform.</p>
<h3><a name="l191"></a>191 - Floor Over Floor: Rising Platform, Solid, Opaque,
Non-Shadowcasting</h3>
<p>Just like <a href="#l101">101</a>, except when a player steps on it, it will rise up to
the control sector's highest adjacent sector. You set the control sectors for this up like
special <a href="#l59">59</a>. Linedef length controls speed like <a href="#l60">60</a>.
If the <a href="#NOCLIMB">NOCLIMB</a> flag is set, it will require the player to spindash
to raise the platform.</p>
<h3><a name="l192"></a>192 - Floor Over Floor: Rising Platform, Solid, Translucent</h3>
<p>Just like <a href="#l102">102</a>, except when a player steps on it, it will rise up to
the control sector's highest adjacent sector. You set the control sectors for this up like
special <a href="#l59">59</a>. Linedef length controls speed like <a href="#l60">60</a>.
If the <a href="#NOCLIMB">NOCLIMB</a> flag is set, it will require the player to spindash
to raise the platform.</p>
<h3><a name="l193"></a>193 - Floor Over Floor: Rising Platform, Solid, Invisible</h3>
<p>Just like <a href="#l105">105</a>, except when a player steps on it, it will rise up to
the control sector's highest adjacent sector. You set the control sectors for this up like
special <a href="#l59">59</a>. Linedef length controls speed like <a href="#l60">60</a>.
If the <a href="#NOCLIMB">NOCLIMB</a> flag is set, it will require the player to spindash
to raise the platform.</p>
<h3><a name="l194"></a>194 - Floor Over Floor: Rising Platform, Intangible from Bottom,
Opaque</h3>
<p>Just like <a href="#l140">140</a>, except when a player steps on it, it will rise up to
the control sector's highest adjacent sector. You set the control sectors for this up like
special <a href="#l59">59</a>. Linedef length controls speed like <a href="#l60">60</a>.
If the <a href="#NOCLIMB">NOCLIMB</a> flag is set, it will require the player to spindash
to raise the platform.</p>
<h3><a name="l195"></a>195 - Floor Over Floor: Rising Platform, Intangible from Bottom,
Translucent</h3>
<p>Just like <a href="#l141">141</a>, except when a player steps on it, it will rise up to
the control sector's highest adjacent sector. You set the control sectors for this up like
special <a href="#l59">59</a>. Linedef length controls speed like <a href="#l60">60</a>.
If the <a href="#NOCLIMB">NOCLIMB</a> flag is set, it will require the player to spindash
to raise the platform.</p>
<hr>
<h3><a name="l200"></a>200 - Floor Over Floor: Light Block</h3>
<p>Like a half light block, but it's really an actual block. That is, the light only comes
down to the control sector's floor, not to the bottom of the level (as with linetype <a
href="#l201">201</a>.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_CUTSPRITES|FF_DOUBLESHADOW-->
<h3><a name="l201"></a>201 - Floor Over Floor: Half Light Block</h3>
<p>Light blocks can be used to set color maps and light values. The light value of the
control sector will be used and any colormap attached to it will be used also. Note that
only the ceiling of the control sector is used; the light goes all the way down to the
bottom of the level. If this isn't what you want, consider using linedef type <a
href="#l200">200</a> instead.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_CUTSPRITES
Note: Although it's not a true FOF, it does still have the same kind of definition, so
the FOF flags are included despite not being a real block.-->
<h3><a name="l202"></a>202 - Floor Over Floor: Fog Block</h3>
<p>Creates a block of colored fog. Attach a colormap (linetype <a href="#l606">606</a>) to
the control sector for the fog block; otherwise you won't see anything out of the
ordinary.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_RENDERALL|FF_FOG|FF_BOTHPLANES|FF_INVERTPLANES|FF_ALLSIDES|FF_INVERTSIDES|FF_CUTEXTRA|
FF_EXTRA|FF_DOUBLESHADOW|FF_CUTSPRITES-->
<hr>
<h3><a name="l220"></a>220 - Floor Over Floor: Intangible, Opaque </h3>
<p>Like <a href="#l120">opaque water</a>, but not swimmable. Good for a snow effect on
FOFs. Can also be used to make hidden rooms, like you would normally do by setting a Main
texture.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_RENDERALL|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES-->
<h3><a name="l221"></a>221 - Floor Over Floor: Intangible, Translucent</h3>
<p>See linedef type <a href="#l102">102</a> for how to adjust the translucency, making the
3D floor more transparent or more opaque.</p>
<p>This type of 3D floor will have shadows if and only if you set the control linedef's <a
href="#NOCLIMB">NOCLIMB</a> flag.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_RENDERALL|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA
If the <a href="#NOCLIMB">NOCLIMB</a> flag is disabled, it also adds FF_NOSHADE-->
<h3><a name="l222"></a>222 - Floor Over Floor: Intangible, Sides Only</h3>
<p>An intangible FOF that renders sides only, not planes (floor and ceiling). It renders
both inside sides and outside sides. You can use it to place sector borders (GFZGRASS,
etc.) on FOFs.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_RENDERSIDES|FF_NOSHADE|FF_ALLSIDES-->
<h3><a name="l223"></a>223 - Floor Over Floor: Intangible, Invisible</h3>
<p>Useful for setting effects, such as wind and gravity.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_NOSHADE-->
<hr>
<h3><a name="l250"></a>250 - Floor Over Floor: Mario Block</h3>
<p>Like a normal FOF, except that the control linedef's Above texture is used after the
block has been hit (the Main texture is used before this). Any things in the control
sector will pop out the top of the block in the order in which they were placed. Rings
will be obtained and the effects of monitors will begin as soon as the block has been hit.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_MARIO-->
<h3><a name="l251"></a>251 - Floor Over Floor: Thwomp Block</h3>
<p>The thwomps are the crazy platforms with faces in Mario Koopa Blast 3. They can crush
you, but you can also ride on them.</p>
<p>Control sector is set up like a <a href="#l100">normal FOF</a>. When a player steps
underneath the thwomp, it will crush down to the floor. You don't need to tell it where
the floor is. It knows.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL-->
<h3><a name="l252"></a>252 - Floor Over Floor: Shatter Block</h3>
<p>Like the bustable block, linetype <a href="#l254">254</a>, except that it shatters on
any sort of contact, whether it's a spindash or not (and whether you're Knuckles or not).</p>
<p>If the <a href="#NOCLIMB">NOCLIMB</a> flag is set, the block is only shatterable from
the bottom, like some things you spring up and break in Launch Base Zone from Sonic 3.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP|FF_SHATTER-->
<h3><a name="l253"></a>253 - Floor Over Floor: Shatter Block, Translucent</h3>
<p>Translucent version of <a href="#l252">252</a> supporting alpha values.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP|FF_SPINBUST|FF_TRANSLUCENT-->
<h3><a name="l254"></a>254 - Floor Over Floor: Bustable Block</h3>
<p>Bustable blocks can be destroyed by spindashing. Additionally, Knuckles can destroy
them by walking or jumping into them, since he is very strong. If the <a href="#NOCLIMB">NOCLIMB</a>
flag is set, only Knuckles can break the block.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP (|FF_ONLYKNUX if <a href="#NOCLIMB">NOCLIMB</a>)-->
<h3><a name="l255"></a>255 - Floor Over Floor: Spin Bust Block</h3>
<p>Like the bustable block, linetype <a href="#l254">254</a>, set off in a different way.
To break, jump onto it or fall down onto it while spinning. Similar to blocks found in
Marble Zone, as well as the ice cubes that would encase buttons and monitors in parts of
Ice Cap Zone.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP|FF_SPINBUST-->
<h3><a name="l256"></a>256 - Floor Over Floor: Spin Bust Block, Translucent</h3>
<p>Translucent version of <a href="#l255">255</a> supporting alpha values.</p>
<h3><a name="l257"></a>257 - Floor Over Floor: Quicksand Block</h3>
<p>It's set up like any block. You can, of course, sink and die in it. X length of the
linedef determines sink speed, Y length determines how &quot;sludgy&quot; movement in the
quicksand is.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_QUICKSAND|FF_RENDERALL|FF_ALLSIDES|FF_CUTSPRITES-->
<h3><a name="l258"></a>258 - Floor Over Floor: Laser Block</h3>
<p>Creates a blinking FOF that zaps you if you touch it. You can set the flats and texture
to whatever you want. For a red laser like in THZ2, use REDFLR for the flats and REDWALL
for the texture.</p>
<p>You can also make other colors using BLUEFLR/BLUWALL (blue laser), GREENFLR/GRNWALL
(green laser), and YELFLR/YELWALL (yellow laser). Of course, those colors of lasers are
very expensive, so Eggman doesn't have nearly as many of them. He usually goes with the
cheap red lasers.</p>
<!--Exact FOF flags:
FF_EXISTS|FF_RENDERALL|FF_NOSHADE|FF_EXTRA|FF_CUTEXTRA-->
<h3><a name="l259"></a>259 - Floor Over Floor: Custom</h3>
<p>Place the appropriate flag values in hex (do not include the 0x in front of it) in the
line's UPPER TEXTURE field on the 2nd side of the linedef.</p>
</ol>
</li>
<li><u><big><big>Linedef Executor Triggers</big></big></u><ol>
<h3><a name="l300"></a>300 - Trigger Linedef Executor (Continuous)</h3>
<p>Triggers linedef executor in the control sector when a player touches the tagged
sector's floor or steps in the sector (depending on the sector special used). The linedef
executor will keep being triggered over and over again as long as a player is there, hence
the word &quot;continuous&quot; in this linetype's name. Tagged sector must have one of
the <a href="#sCat2">Trigger Linedef Executor</a> types for this to work.</p>
<h3><a name="l301"></a>301 - Trigger Linedef Executor (Each Time)</h3>
<p>Like <a href="#l300">300</a>, except that it only gets triggered once for each time you
fall or jump onto the floor. Tagged sector must have one of the <a href="#sCat2">Trigger
Linedef Executor</a> types for this to work.</p>
<h3><a name="l302"></a>302 - Trigger Linedef Executor (Once)</h3>
<p>Like <a href="#l300">300</a>, except that after that linedef executor executes its
linedefs, it's done. It's over. The linedefs will never be executed again.</p>
<h3><a name="l303"></a>303 - Trigger Linedef Executor (Ring Count - Continuous)</h3>
<p>Triggers linedef executor in the control sector when a player touches the tagged
sector's floor or steps in the sector (depending on the sector special used). The linedef
executor will keep being triggered over and over again as long as a player is there, hence
the word &quot;continuous&quot; in this linetype's name. Tagged sector must have one of
the <a href="#sCat2">Trigger Linedef Executor</a> types for this to work. Executor will be
triggered depending on how many rings the player has:</p>
<p>No flags -&gt; Runs if (rings = line length)</p>
<p><a href="#NOCLIMB">NOCLIMB</a> -&gt; Runs if (rings &lt;= line length)</p>
<p><a href="#BLOCKMONSTERS">BLOCKMONSTERS</a> -&gt; Runs if (rings &gt;= line length)</p>
<p><a href="#EFFECT4">EFFECT4</a> -&gt; Takes the rings of ALL players into account.</p>
<h3><a name="l304"></a>304 - Trigger Linedef Executor (Ring Count - Once)</h3>
<p>Like <a href="#l303">303</a>, except that after that linedef executor executes its
linedefs, it's done. It's over. The linedefs will never be executed again.</p>
<h3><a name="l305"></a>305 - Trigger Linedef Executor (Character Ability - Once)</h3>
<p>Like linetype <a href="#l302">302</a>, but is only activated when the character's
ability number matches the linedef length by multiples of 10. For example:</p>
<p>0-9 = Charability 0</p>
<p>10-19 = Charability 1</p>
<p>20-29 = Charability 2</p>
<p>etc...</p>
<h3><a name="l306"></a>306 - Trigger Linedef Executor (Character Ability - Continuous)</h3>
<p>Like <a href="#l300">300</a>, but only triggers when the character's ability number
matches the linedef length by multiples of 10. See linetype <a href="#l305">305</a> for a
futher description.</p>
<h3><a name="l307"></a>307 - Trigger Linedef Executor (Character Ability - Each Time)</h3>
<p>Like <a href="#l301">301</a>, but only triggers when the character's ability number
matches the linedef length by multiples of 10. See linetype <a href="#l305">305</a> for a
futher description.</p>
<h3><a name="l308"></a>308 - Trigger Linedef Executor (Race Only, Once)</h3>
<p>Like linetype <a href="#l302">302</a>, but is only activated when the gametype is Race.
Useful for doing things like opening doors, pre-solving puzzles, etc. to make race
smoother.</p>
<h3><a name="l309"></a>309 - Trigger Linedef Executor (CTF Red Team - Continuous)</h3>
<p>Like <a href="#l300">300</a>, but only triggers if you are in CTF and on the red team.</p>
<h3><a name="l310"></a>310 - Trigger Linedef Executor (CTF Red Team - Each Time)</h3>
<p>Like <a href="#l301">301</a>, but only triggers if you are in CTF and on the red team.</p>
<h3><a name="l311"></a>311 - Trigger Linedef Executor (CTF Blue Team - Continuous)</h3>
<p>Like <a href="#l300">300</a>, but only triggers if you are in CTF and on the blue team.</p>
<h3><a name="l312"></a>312 - Trigger Linedef Executor (CTF Blue Team - Each Time)</h3>
<p>Like <a href="#l301">301</a>, but only triggers if you are in CTF and on the blue team.</p>
<h3><a name="l313"></a>313 - Trigger Linedef Executor (No More Enemies - Once)</h3>
<p>Like linetype <a href="#l302">302</a>, but is only activated when no more objects of
type MF_ENEMY exist in its tagged area. Think &quot;destroy all enemies in this room for
the door to open to go to the next room&quot;. Tag this to a control sector. It will go
through the lines of the control sector, checking for any lines of type <a href="#l223">223</a>
and checking inside the area occupied by the invisible intangible FOF to see if any
enemies exist. If no alive enemies are in all of the type <a href="#l223">223</a> FOFs,
the linedef executor is run once. The line length is the tag number of the linedef
executor trigger to run.</p>
<h3><a name="l314"></a>314 - Trigger Linedef Executor (# of Pushables - Continuous)</h3>
<p>Like <a href="#l300">300</a>, but only triggers if the number of pushable objects in
the sector compared to the line length is:</p>
<p>No flags -&gt; Runs if (# pushables = line length)</p>
<p><a href="#NOCLIMB">NOCLIMB</a> -&gt; Runs if (# pushables &gt;= line length)</p>
<p><a href="#EFFECT4">EFFECT4</a> -&gt; Runs if (# pushables &lt; line length)</p>
<h3><a name="l315"></a>315 - Trigger Linedef Executor (# of Pushables - Once)</h3>
<p>Like <a href="#l314">314</a>, but only triggers once.</p>
<h3><a name="l316"></a>316 - Trigger Linedef Executor (PolyObject - Land On)</h3>
<p>This will trigger every time you land on the polyobject. Line's tag # is 32000 + the
PolyObject ID #. You must also flag the PolyObject Start (#20) line with <a
href="#NOCLIMB">NOCLIMB</a> to tell the game it has a linedef executor associated with it.</p>
<p>So if you had a PolyObject with an ID of 1, this line would have a tag of 32001.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Linedef Executor Options</big></big></u><ol>
<h3><a name="l400"></a>400 - Linedef Executor: Set Tagged Sector's Floor Height/Pic</h3>
<p>When executed, instantly changes the tagged sector's floor height and flat to the floor
height and flat of the linedef's front sector.</p>
<h3><a name="l401"></a>401 - Linedef Executor: Set Tagged Sector's Ceiling Height/Pic</h3>
<p>When executed, instantly changes the tagged sector's ceiling height and flat to the
ceiling height and flat of the linedef's front sector.</p>
<h3><a name="l402"></a>402 - Linedef Executor: Set Tagged Sector's Light Level</h3>
<p>When executed, instantly changes the tagged sector's light level to that of the
linedef's front sector. Floor and ceiling light settings done with linetypes <a
href="#l601">601</a> and <a href="#l600">600</a> are transferred as well; colormaps are
not.</p>
<p>If there is a lighting effect active in the target sector or sectors at the time (glow,
fade, strobe, flicker), it will be stopped.</p>
<h3><a name="l403"></a>403 - Linedef Executor: Move Tagged Sector's Floor</h3>
<p>When executed, starts moving the tagged sector's floor until it is at the same height
as the linedef's front sector's floor. Speed is indicated in the same units used by
linetype <a href="#l60">60</a>.</p>
<p>If the line used has <a href="#NOCLIMB">NOCLIMB</a> flag, the floor flat will change
after the move, to that on the front sector's floor. This is like what linetype <a
href="#l400">400</a> does.</p>
<p>If the line used has <a href="#BLOCKMONSTERS">BLOCKMONSTERS</a> flag, another linedef
executor will be run when the floor movement is finished. (If multiple sectors finish at
different times, it goes by the lowest numbered sector, but you should probably try to
avoid this scenario.) The tag of the new linedef executor to run is specified by the X
alignment on the front side of the line. The tag number you use must be positive, and this
functionality cannot be combined with changing the floor flat using the <a href="#NOCLIMB">NOCLIMB</a>
flag. Running a linedef executor will take precedence over changing the floor flat.</p>
<h3><a name="l404"></a>404 - Linedef Executor: Move Tagged Sector's Ceiling</h3>
<p>When executed, starts moving the tagged sector's ceiling until it is at the same height
as the linedef's front sector's ceiling. Speed is indicated in the same units used by
linetype <a href="#l60">60</a>.</p>
<p>If the line used has <a href="#NOCLIMB">NOCLIMB</a> flag, the ceiling flat will change
after the move, to that on the front sector's ceiling. This is like what linetype <a
href="#l401">401</a> does.</p>
<p>If the line used has <a href="#BLOCKMONSTERS">BLOCKMONSTERS</a> flag, another linedef
executor will be run when the ceiling movement is finished. (If multiple sectors finish at
different times, it goes by the lowest numbered sector, but you should probably try to
avoid this scenario.) The tag of the new linedef executor to run is specified by the X
alignment on the front side of the line. The tag number you use must be positive, and this
functionality cannot be combined with changing the ceiling flat using the <a
href="#NOCLIMB">NOCLIMB</a> flag. Running a linedef executor will take precedence over
changing the ceiling flat.</p>
<h3><a name="l405"></a>405 - Linedef Executor: Lower Floor by Line</h3>
<p>Speed is indicated by x distance; amount to lower is indicated by y distance.</p>
<h3><a name="l406"></a>406 - Linedef Executor: Raise Floor by Line</h3>
<p>Speed is indicated by x distance; amount to raise is indicated by y distance.</p>
<h3><a name="l407"></a>407 - Linedef Executor: Lower Ceiling by Line</h3>
<p>Speed is indicated by x distance; amount to lower is indicated by y distance.</p>
<h3><a name="l408"></a>408 - Linedef Executor: Raise Ceiling by Line</h3>
<p>Speed is indicated by x distance; amount to raise is indicated by y distance.</p>
<h3><a name="l409"></a>409 - Linedef Executor: Change Calling Sector's Tag</h3>
<p>Changes the tag of the calling sector; that is, the sector on the map that activated
this linedef executor. The new tag is the linedef's length.</p>
<h3><a name="l410"></a>410 - Linedef Executor: Change Front Sector's Tag</h3>
<p>Changes the tag of the linedef's front sector. The new tag is the linedef's length.</p>
<h3><a name="l411"></a>411 - Linedef Executor: Stop Plane Movement</h3>
<p>Stops any and all floor, ceiling, or elevator movement in the tagged sector or sectors.</p>
<h2><a name="l412"></a>412 - Linedef Executor: Teleport Player to Tagged Sector</h2>
<p>The player who triggered the linedef executor will be teleported to the tagged sector.
The player's exact X, Y, Z, and angle are determined by a teleport destination thing, type
<a href="#t751">751</a>, somewhere in the tagged sector.</p>
<p>If the <a href="#BLOCKMONSTERS">BLOCKMONSTERS</a> flag is used, it won't flash and make
the teleport sound effects. If the <a href="#NOCLIMB">NOCLIMB</a> flag is used, it won't
reset the angle to the angle of the teleport destination thing, and if the <a
href="#EFFECT4">EFFECT4</a> flag is used, it will not kill your acceleration/speed upon
teleport.</p>
<h2><a name="l413"></a>413 - Linedef Executor: Change Music</h2>
<p>Linedef length indicates the music slot to use. If the linedef's <a href="#NOCLIMB">NOCLIMB</a>
flag is set, play the music once, otherwise loop it.</p>
<p>If the player dies and goes back to a starpost, the beginning of the level, or the
appropriate multiplayer start, the map music from before will be restored. The linedef
flag <a href="#BLOCKMONSTERS">BLOCKMONSTERS</a> can be set to change this behavior, and
retain the new music even after dying.</p>
<p>If the linedef length isn't a valid music slot, the music is stopped.</p>
<h3><a name="l414"></a>414 - Linedef Executor: Play SFX</h3>
<p>Plays a sound effect. The line length is the sound number to use. The list of sound
effects can be found in sounds.h. The origin of the sound depends on which linedef flags
are set: <ul>
<li><a href="#NOCLIMB">NOCLIMB</a> : The sound is played from nowhere, but only for the
player who triggered it.</li>
<li><a href="#EFFECT4">EFFECT4</a>: The sound is played from nowhere for everyone.</li>
<li><a href="#BLOCKMONSTERS">BLOCKMONSTERS</a>: The sound is played from the center of the
sector that triggered the linedef executor.</li>
</ul>
<p>Otherwise, the sound is played from the location of the player or thing who triggered
it.</p>
<h3><a name="l415"></a>415 - Linedef Executor: Run Script</h3>
<p>Runs a script, the same kind of script you can run on level load with the level header
scriptname attribute. The script that will be run should have a lumpname of the form SCR<i>xxyyy</i>,
where <i>xx</i> is the two-digit map number and <i>yyy</i> is the linedef's sector's floor
height in decimal, with leading zeroes as necessary (or 000 if the floor height exceeds
999 fracunits). For instance, if the linedef is in MAP31 and the floor of its sector is
337 fracunits, the script named SCR31337 will be run.</p>
<h3><a name="l416"></a>416 - Linedef Executor: Start Adjustable Fire Flicker</h3>
<p>Essentially a copy of linetype <a href="#l603">603</a> that waits to activate until the
linedef executor is triggered. It does have an extra feature, though. If you use a
two-sided linedef with the <a href="#NOCLIMB">NOCLIMB</a> flag, the linedef's back sector
will be used as the maximum light level, allowing you to set the target sector (or
sectors) at a different starting light level entirely.</p>
<h3><a name="l417"></a>417 - Linedef Executor: Start Adjustable Glowing Light</h3>
<p>Essentially a copy of linetype <a href="#l602">602</a> that waits to activate until the
linedef executor is triggered. It does have an extra feature, though. If you use a
two-sided linedef with the <a href="#NOCLIMB">NOCLIMB</a> flag, the linedef's back sector
will be used as the maximum light level, allowing you to set the target sector (or
sectors) at a different starting light level entirely.</p>
<h3><a name="l418"></a>418 - Linedef Executor: Start Adjustable Blinking Light
(unsynchronized)</h3>
<p>Essentially a copy of linetype <a href="#l604">604</a> that waits to activate until the
linedef executor is triggered. It does have an extra feature, though. If you use a
two-sided linedef with the <a href="#NOCLIMB">NOCLIMB</a> flag, the linedef's back sector
will be used as the maximum light level, allowing you to set the target sector (or
sectors) at a different starting light level entirely.</p>
<h3><a name="l419"></a>419 - Linedef Executor: Start Adjustable Blinking Light
(synchronized)</h3>
<p>Essentially a copy of linetype <a href="#l605">605</a> that waits to activate until the
linedef executor is triggered. It does have an extra feature, though. If you use a
two-sided linedef with the <a href="#NOCLIMB">NOCLIMB</a> flag, the linedef's back sector
will be used as the maximum light level, allowing you to set the target sector (or
sectors) at a different starting light level entirely.</p>
<h3><a name="l420"></a>420 - Linedef Executor: Fade Light Level</h3>
<p>When executed, gradually fades the tagged sector's light level to that of the linedef's
front sector. Floor and ceiling light settings done with linetypes <a href="#l601">601</a>
and <a href="#l600">600</a> are not affected or used.</p>
<p>If there is a lighting effect already active in the target sector or sectors at the
time (glow, other fade, strobe, flicker), it will be halted in favor of this one.</p>
<p>Linedef length in fracunits indicates speed. Fading from 224 to 64 with a linedef
length of 4 will take 40 fracunits (224 - 64 = 160, 160 / 4 = 40). There are 35 fracunits
in a second.</p>
<h3><a name="l421"></a>421 - Linedef Executor: Stop Lighting Effect</h3>
<p>Stops any lighting effects active in the tagged sector or sectors: glow, fade, strobe,
flicker, etc. The light level, whatever it is at the moment this script line is run, will
be preserved until a new lighting effect or light level change is used.</p>
<p>Note that the lighting effects will all stop other lighting effects when activated. In
other words, you only need to use this when you really want the lighting effect to stop,
not when you want one effect to stop and another to start.</p>
<h3><a name="l422"></a>422 - Linedef Executor: Cut-Away View</h3>
<p>Cuts away to a view from a different place for a moment. Only works for linedef
executors triggered by a player. Tag the line to a sector with an alt view thing (map
thing type 5007) in it at the proper location with the proper Z and angle. The line length
indicates how long to stay in this view, in tics.</p>
<p>By giving the linedef a <a href="#NOCLIMB">NOCLIMB</a> flag, you can adjust the
vertical viewing angle from the cut-away view. Set the x offset on the linedef's front
side to an integer -90 to 90. In software mode the range of viewing angles is actually
about -68 to 68. This is in degrees.</p>
<h3><a name="l423"></a>423 - Linedef Executor: Change Sky</h3>
<p>Changes sky to the # of the control sector's floorheight. This only affects the player
who activates it. If you'd like it to affect all players, make sure you check the <a
href="#NOCLIMB">NOCLIMB</a> flag.</p>
<h3><a name="l424"></a>424 - Linedef Executor: Change Weather</h3>
<p>Changes weather to the control sector's floorheight in powers of 10.</p>
<p>Example:</p>
<div align="left"><table border="1" width="28%">
<tr>
<td width="50%">Linedef Length</td>
<td width="50%">Weather Type</td>
</tr>
<tr>
<td width="50%">10</td>
<td width="50%">None</td>
</tr>
<tr>
<td width="50%">20</td>
<td width="50%">Snow</td>
</tr>
<tr>
<td width="50%">30</td>
<td width="50%">Rain</td>
</tr>
<tr>
<td width="50%">40</td>
<td width="50%">Storm</td>
</tr>
</table>
</div><p>(higher numbers reserved for future use)</p>
<p>This only affects the player who activates it. If you'd like it to affect all players,
make sure you check the <a href="#NOCLIMB">NOCLIMB</a> flag.</p>
<h3><a name="l425"></a>425 - Linedef Executor: Change Object State</h3>
<p>Changes the animation frame of the activating object to the state # indicated by the
length of the control linedef. Be careful how you use this.</p>
<h3><a name="l426"></a>426 - Linedef Executor: Stop Object</h3>
<p>Makes the object that triggered the linedef executor stop moving, after being sent to
the center of the sector it's in (only if <a href="#NOCLIMB">NOCLIMB</a> flag is set), on
the floor. Although it comes to a complete stop, the object can begin moving right away
again. If the object is a player, the player will stop jumping, spinning, or anything
else.</p>
<h3><a name="l427"></a>427 - Linedef Executor: Award Score</h3>
<p>Adds to the score of the player who activated it. Control sector's floorheight = points
to award. This even works with negative values.</p>
<h3><a name="l428"></a>428 - Linedef Executor: Start Platform Movement</h3>
<p>Starts a moving platform in the nature of linetype <a href="#l59">59</a> or <a
href="#l60">60</a>. If the <a href="#NOCLIMB">NOCLIMB</a> flag is set, the platform will
begin moving upwards. Otherwise, it will start moving downwards. Speed of movement is set
just like with linetype <a href="#l60">60</a>.</p>
<h3><a name="l429"></a>429 - Linedef Executor: Crush Ceiling Once</h3>
<p>Ceiling moves down to the floor, then back up. Speed is determined by line length -
every 16 units equals 1 FRACUNIT/tic.</p>
<h3><a name="l430"></a>430 - Linedef Executor: Crush Floor Once</h3>
<p>Floor moves up to the ceiling, then back down. Speed is determined by line length -
every 16 units equals 1 FRACUNIT/tic.</p>
<h3><a name="l431"></a>431 - Linedef Executor: Crush Floor And Ceiling Once</h3>
<p>Floor and ceiling meet in the middle and then return, sandwiching anything that's
inbetween. Speed is determined by line length - every 16 units equals 1 FRACUNIT/tic.</p>
<h3><a name="l432"></a>432 - Linedef Executor: Enable 2D Mode</h3>
<p>Turns on 2D mode within the level. You'll probably only want to use this with a zoom
tube or teleport to guarantee that the player is in the correct position when it switches.</p>
<h3><a name="l433"></a>433 - Linedef Executor: Disable 2D Mode</h3>
<p>Turns off 2D mode within the level.</p>
<h3><a name="l434"></a>434 - Linedef Executor: Award Custom Power</h3>
<p>Awards (or removes!) a power to the calling player.</p>
<p>X length: Power Index + 1</p>
<p>Y length: Power Duration (in 35ths of a second)</p>
<h3><a name="l435"></a>435 - Linedef Executor: Change Scroller Direction</h3>
<p>Changes direction of a scroller (conveyor, texture). Also changes speed if this is not
an accelerative/displacement scroller.</p>
<h3><a name="l436"></a>436 - Linedef Executor: Shatter Block</h3>
<p>Shatters a FOF - of any type. Parameters are as follows:</p>
<p>Texture X Offset: Tag # of FOF target sector</p>
<p>Texture Y Offset: Tag # of FOF control sector</p>
<p>Note that the FOF should only have one target sector.</p>
<h3><a name="l437"></a>437 - Linedef Executor: Disable Player Control</h3>
<p>Disables the controls of the player that triggered the linedef executor. If the
<a href="#NOCLIMB">NOCLIMB</a> flag is set, they will be able to jump, however.</p>
<p>Giving the front texture of the linedef an X offset will make the effect last that amount
of time, in tics. Otherwise, it ends immediately, so you would need to use a continuous
trigger.</p>
<h3><a name="l438"></a>438 - Linedef Executor: Set Object's Scale</h3>
<p>Length of this line determines the scale size of an object, in percentage. Note that there is a max of 400%.</p>
<h3><a name="l450"></a>450 - Linedef Executor: Execute Linedef Executor</h3>
<p>Just what it says. Can be used for recursion. Be careful, because you CAN make a loop
out of this that will freeze the game.</p>
<p>Tag is the linedef executor trigger tag to run.</p>
<h3><a name="l488"></a>488 - Linedef Executor: PolyObject - Move by Waypoints</h3>
<p>Moves a polyobject along a sequence of Zoom Tube waypoints.</p>
<p>Texture X offset: Speed (8 = 1 FRACUNIT).</p>
<p>Texture Y offset: Sequence # of Zoom Tube waypoints.</p>
<p>The movement also depends on which linedef flags are set: <ul>
<li><a href="#EFFECT1">EFFECT1</a> : Moves from highest waypoint # to lowest waypoint #.</li>
<li><a href="#EFFECT2">EFFECT2</a> : Comes back the way it came when the end is reached.</li>
<li><a href="#EFFECT3">EFFECT3</a> : Wrap around the waypoints.</li>
<li><a href="#EFFECT4">EFFECT4</a>:&nbsp; Continuously move (used with EFFECT2 or EFFECT3).</li>
</ul>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Scrollers / Pushers</big></big></u><ol>
<h3><a name="l500"></a>500 - Scroll Wall First Side Left</h3>
<h3><a name="l501"></a>501 - Scroll Wall First Side Opposite Direction</h3>
<h3><a name="l502"></a>502 - Scroll Wall According to Linedef</h3>
<h3><a name="l503"></a>503 - Acc Scroll Wall According to Linedef</h3>
<p>Accelerative scrolling version of <a href="#l502">502</a>.</p>
<h3><a name="l504"></a>504 - Disp Scroll Wall According to Linedef</h3>
<p>Displacement scrolling version of <a href="#l502">502</a>.</p>
<h3><a name="l505"></a>505 - Scroll Texture by Offsets</h3>
<hr>
<h3><a name="l510"></a>510 - Scroll Floor Texture</h3>
<p>Linedef length and direction indicate speed and direction.</p>
<h3><a name="l511"></a>511 - Acc Scroll Floor Texture</h3>
<p>Accelerative scrolling version of <a href="#l510">510</a>.</p>
<h3><a name="l512"></a>512 - Disp Scroll Floor Texture</h3>
<p>Displacement scrolling version of <a href="#l510">510</a>.</p>
<h3><a name="l513"></a>513 - Scroll Ceiling Texture</h3>
<p>Linedef length and direction indicate speed and direction.</p>
<h3><a name="l514"></a>514 - Acc Scroll Ceiling Texture</h3>
<p>Accelerative scrolling version of <a href="#l513">513</a>.</p>
<h3><a name="l515"></a>515 - Disp Scroll Ceiling Texture</h3>
<p>Displacement scrolling version of <a href="#l513">513</a>.</p>
<hr>
<h3><a name="l520"></a>520 - Carry Objects on Floor</h3>
<p>Like linedef type <a href="#l530">530</a>, without scrolling the floor texture, so the
floor doesn't look like it's moving.</p>
<h3><a name="l521"></a>521 - Acc Carry Objects on Floor</h3>
<p>Accelerative scrolling version of <a href="#l520">520</a>.</p>
<h3><a name="l522"></a>522 - Disp Carry Objects on Floor</h3>
<p>Displacement scrolling version of <a href="#l520">520</a>.</p>
<h3><a name="l523"></a>523 - Carry Objects on Ceiling</h3>
<p>For FOF conveyor belts. Like <a href="#l533">533</a>, except without the scrolling to
accompany it.</p>
<h3><a name="l524"></a>524 - Acc Carry Objects on Ceiling</h3>
<p>Accelerative scrolling version of <a href="#l523">523</a>. Untested.</p>
<h3><a name="l525"></a>525 - Disp Carry Objects on Ceiling</h3>
<p>Displacement scrolling version of <a href="#l523">523</a>. Untested.</p>
<hr>
<h3><a name="l530"></a>530 - Scroll Floor Texture and Carry Objects</h3>
<p>Used for conveyor belts, in conjunction with sector type <a href="#s1024">1024</a>
(Conveyor Belt). Linedef length and direction indicate conveyor speed and direction,
respectively. This can also be used to convey items on the underneath of a FOF. See Egg
Rock Zone for an example.</p>
<h3><a name="l531"></a>531 - Acc Scroll Floor Texture and Carry Objects</h3>
<p>Accelerative scrolling version of <a href="#l530">530</a>.</p>
<h3><a name="l532"></a>532 - Disp Scroll Floor Texture and Carry Objects</h3>
<p>Displacement scrolling version of <a href="#l530">530</a>.</p>
<h3><a name="l533"></a>533 - Scroll Ceiling Texture and Carry Objects</h3>
<p>For conveyor belts on the top of FOFs, or for conveying items on a ceiling. Tag this to
the FOF control sector and give the FOF control sector a type of <a href="#s1024">1024</a>,
Conveyor Belt. For realism you might also want to scroll the control sector's floor
texture in the opposite direction (see linetype <a href="#l510">510</a>).</p>
<h3><a name="l534"></a>534 - Acc Scroll Ceiling Texture and Carry Objects</h3>
<p>Accelerative scrolling version of <a href="#l533">533</a>. Untested.</p>
<h3><a name="l535"></a>535 - Disp Scroll Ceiling Texture and Carry Objects</h3>
<p>Displacement scrolling version of <a href="#l533">533</a>. Untested.</p>
<hr>
<h3><a name="l540"></a>540 - Friction</h3>
<p>Linedef lengths greater than 100 indicate slippery ice, while linedef lengths less than
100 can be used for sludge, with extra friction.</p>
<p>If you want friction on a FOF, tag this line to the control sector of the FOF.
Otherwise, tag it to the sector of desired destination.</p>
<h3><a name="l541"></a>541 - Wind</h3>
<p>Speed and direction are indicated by linedef length and direction. The target sector
should be of type <a href="#s512">512</a>, Wind/Current. If being used in a 3D Floor, put
the 512/768 sector type in the control sector, not the target sector. Also tag the line to
the control sector, and not the target sector.</p>
<p>Special flags:</p>
<p><a href="#NOCLIMB">NOCLIMB</a> -&gt; Only this pusher will affect the object - the
object can't have multiple 'pushings' due to being on the edge of a sector, etc.</p>
<p><a href="#EFFECT4">EFFECT4</a> -&gt; Player will go into slide with limited control
(similar to the water and oil slides in Labyrinth and Oil Ocean).</p>
<h3><a name="l542"></a>542 - Upwards Wind</h3>
<p>The length of the linedef is the wind speed. The target sector will need type <a
href="#s512">512</a> or <a href="#s768">768</a>. If being used in a 3D Floor, put the
512/768 sector type in the control sector, not the target sector. Also tag the line to the
control sector, and not the target sector.</p>
<p>NOCLIMB/EFFECT4 flags operate the same as for line <a href="#l541">541</a>.</p>
<h3><a name="l543"></a>543 - Downwards Wind</h3>
<p>Wind speed is determined by the linedef's length. Type <a href="#s512">512</a> or <a
href="#s768">768</a> must be applied to the target sector. If being used in a 3D Floor,
put the 512/768 sector type in the control sector, not the target sector. Also tag the
line to the control sector, and not the target sector.</p>
<p>NOCLIMB/EFFECT4 flags operate the same as for line <a href="#l541">541</a>.</p>
<h3><a name="l544"></a>544 - Current</h3>
<p>Speed and direction are indicated by linedef length and direction. The target sector
should have type <a href="#s512">512</a>, Wind/Current. If being used in a 3D Floor, put
the 512/768 sector type in the control sector, not the target sector. Also tag the line to
the control sector, and not the target sector.</p>
<p>NOCLIMB/EFFECT4 flags operate the same as for line <a href="#l541">541</a>.</p>
<h3><a name="l545"></a>545 - Upwards Current</h3>
<p>Linedef length indicates speed. Target sector needs sector type <a href="#s512">512</a>
or <a href="#s768">768</a>. If being used in a 3D Floor, put the 512/768 sector type in
the control sector, not the target sector. Also tag the line to the control sector, and
not the target sector.</p>
<p>NOCLIMB/EFFECT4 flags operate the same as for line <a href="#l541">541</a>.</p>
<h3><a name="l546"></a>546 - Downwards Current</h3>
<p>Speed is indicated by linedef length. Assign a type of <a href="#s512">512</a> or <a
href="#s768">768</a> to the target sector. If being used in a 3D Floor, put the 512/768
sector type in the control sector, not the target sector. Also tag the line to the control
sector, and not the target sector.</p>
<p>NOCLIMB/EFFECT4 flags operate the same as for line <a href="#l541">541</a>.</p>
<h3><a name="l547"></a>547 - Boom Push/Pull Thing</h3>
<p>Creates a &quot;point pusher,&quot; or a point that pushes you away or pulls you toward
it if you get close enough. Tag the linedef to a sector with type <a href="#s512">512</a>,
Wind/Current, and with a thing on it of type 5001 (push) or 5002 (pull). The control
linedef's length indicates pushing/pulling strength; if length is L, the effect fades away
to nothing when you are 2L away from the point.</p>
<p>If you want to create multiple point pushers/pullers, you'll need to have them in
different target sectors, but they can share the same tag.</p>
<p>NOCLIMB/EFFECT4 flags operate the same as for line <a href="#l541">541</a>.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Lighting</big></big></u><ol>
<h3><a name="l600"></a>600 - Floor Lighting</h3>
<p>Sets the lighting for the floor only. The control sector's light value will be used for
the target sector's floor. Also see type <a href="#l601">601</a>.</p>
<h3><a name="l601"></a>601 - Ceiling Lighting</h3>
<p>Sets the lighting of the ceiling only. The light value of the control sector will be
used for the target sector's ceiling. Also see type <a href="#l600">600</a>.</p>
<h3><a name="l602"></a>602 - Adjustable Pulsating Light</h3>
<p>Linedef length indicates glow speed. The normal speed would be a linedef 32 units long.</p>
<p>The control sector (the linedef's front sector) is used to get what will be the minimum
light level for this effect, while the target sector's light level ends up being the
maximum.</p>
<h3><a name="l603"></a>603 - Adjustable Flickering Light</h3>
<p>Linedef length indicates flicker speed. Normal speed would be a 16 fracunit long
linedef. A longer linedef means more time in between flickers.</p>
<p>The control sector (the linedef's front sector) is used to get what will be the minimum
light level for this effect, while the target sector's light level ends up being the
maximum.</p>
<h3><a name="l604"></a>604 - Adjustable Blinking Light (unsynchronized)</h3>
<p>Line's X length is time for the light to be off, and Y length is the time for the light
to be on.</p>
<p>The control sector (the linedef's front sector) is used to get what will be the minimum
light level for this effect, while the target sector's light level ends up being the
maximum.</p>
<h3><a name="l605"></a>605 - Adjustable Blinking Light (synchronized)</h3>
<p>Line's X length is time for the light to be off, and Y length is the time for the light
to be on.</p>
<p>The control sector (the linedef's front sector) is used to get what will be the minimum
light level for this effect, while the target sector's light level ends up being the
maximum.</p>
<h3><a name="l606"></a>606 - Colormap</h3>
<p>Sets a colormap. Tag the linedef to the sector or sectors affected by the colormap. The
control linedef's front Above texture is used to determine the colormap. The format is
#rrggbba, where rr, gg, and bb are two hexadecimal digits for determining each color: red,
blue, and green. The a stands for alpha, and is a number or letter indicating the
translucency; from A-Z and 0-9, with A being most transparent and 9 being most opaque.</p>
<p>It does not generally matter what sector the colormap linedef belongs to. However, it
should not belong to the same sector as another colormap, as this can cause problems.</p>
</ol>
</li>
<h1><a name="sectortypes"></a>Sector Types</h1>
<p>You can apply up to four different types to one sector, provided that you only choose
ONE from EACH category. Add the numbers together to obtain the final value to use in level
editors.</p>
<li><u><big><big>Section 1</big></big></u><ol>
<h3><a name="s1"></a>1 - Damage (Generic)</h3>
<p>This special hurts, period. It doesn't matter whether you have a liquid shield, fire
shield, attraction shield, or whatever else; step on one of these and suffer.</p>
<h3><a name="s2"></a>2 - Damage (Water)</h3>
<p>Also known as Slime Hurt. Stepping here will be painful, as in shield/ring/life loss
(depending on how you are equipped), unless you happen to have the liquid shield.</p>
<h3><a name="s3"></a>3 - Damage (Fire)</h3>
<p>Stepping here will hurt, unless you happen to have a fire shield.</p>
<h3><a name="s4"></a>4 - Damage (Electrical)</h3>
<p>Hurts players whenever they're in the sector, unless they have the attraction shield.</p>
<p>Usage tip: Give the sector a floor flat that looks electrical and looks like it could
hurt you. </p>
<h3><a name="s5"></a>5 - Spikes</h3>
<p>Making spikes using sectors is rather tedious and difficult. You can use things instead
(<a href="#t523">Floor Spike</a> and <a href="#t522">Ceiling Spike</a>). But the sector
version DOES look cooler. ;)</p>
<h3><a name="s6"></a>6 - Death Pit (Camera Modifications)</h3>
<p>Used for bottomless pits. You'll probably want the sector's floor flat to be either
F_SKY1 (falling from the sky) or PIT (falling into a pit of complete blackness). The
camera modifications keep the camera from following you all the way down, for a Sonic
Adventure-style pit death. If you don't like the camera modifications, use sector type <a
href="#s7">5</a>.</p>
<h3><a name="s7"></a>7 - Death Pit (No Camera Modifications)</h3>
<p>For bottomless pits. Use if the camera modifications of sector type <a href="#s6">6</a>
are not to your taste.</p>
<h3><a name="s8"></a>8 - Instant Kill</h3>
<p>Die right away if you even step into this sector. No need to touch the floor as with
those sissy death pits.</p>
<h3><a name="s9"></a>9 - Ring Drainer (Floor Touch)</h3>
<p>Lose one ring per 15 tics while touching the floor.</p>
<h3><a name="s10"></a>10 - Ring Drainer (No Floor Touch)</h3>
<p>Like sector type <a href="#s9">9</a>, but doesn't require touching floor.</p>
<h3><a name="s11"></a>11 - Special Stage Damage</h3>
<p>If you have rings and no shield, and you step on it, you only lose 10 rings, maximum.
It's just like the special stages!</p>
<h3><a name="s12"></a>12 - Space Countdown</h3>
<p>In space, you have no chance to survive make your time, ha ha ha. Starts an immediate
five-second countdown, like when you drown.</p>
<h3><a name="s13"></a>13 - Ramp Sector</h3>
<p>Doubles the step-up height of the player. Default step-up height is 24 fracunits, but
with this, it becomes 48. Useful for steps and other things if your players seem to be
getting 'stopped' by the stairs while moving quickly.</p>
<h3><a name="s14"></a>14 - Non-Ramp Sector (Don't step down)</h3>
<p>Removes the 'step-down' that a player will normally do when moving to a nearby sector.</p>
<h3><a name="s15"></a>15 - Bouncy Sector (FOF Control Only)</h3>
<p>Use this on a 3D floor's control sector to make it bouncy. Players will bounce off the
top of it. If the 3D floor's control line has the BOUNCY flag set, the linedef length sets
the minimum bounce force. Otherwise, you will slowly come to a stop.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big><a name="sCat2"></a>Section 2</big></big></u><ol>
<h3><a name="s16"></a>16 - Trigger Linedef Executor (Pushable Objects)</h3>
<p>Works like <a href="#s80">80</a> but with a pushable object (gargoyle or snowman)
touching the floor rather than a player.</p>
<h3><a name="s32"></a>32 - Trigger Linedef Executor (Anywhere in Sector) (All Players)</h3>
<p>Sector type <a href="#s64">64</a> with the added requirement that all players who don't
have a game over need to be in the sector, not just one player. Currently does not work in
FOFs.</p>
<h3><a name="s48"></a>48 - Trigger Linedef Executor (Floor Touch) (All Players)</h3>
<p>Sector type <a href="#s80">80</a> with the added requirement that all players who don't
have a game over need to be in the sector, not just one player.</p>
<h3><a name="s64"></a>64 - Trigger Linedef Executor (Anywhere in Sector)</h3>
<p>Like sector type <a href="#s80">80</a>, but you don't have to be touching the floor to
do the triggering. You could be flying high in the air. You should also use this one for
linedef executors triggered by FOFs.</p>
<h3><a name="s80"></a>80 - Trigger Linedef Executor (Floor Touch)</h3>
<p>Required for any of the <a href="#ltriggers">Linedef Executor Triggers</a> to work in
the sector.</p>
<h3><a name="s96"></a>96 - Trigger Linedef Executor (Emerald Check)</h3>
<p>Sector type <a href="#s64">64</a> which will only execute if you have all 7 chaos
emeralds.</p>
<h3><a name="s112"></a>112 - Trigger Linedef Executor (NiGHTS Mare)</h3>
<p>Like sector type <a href="#s64">64</a>, but this is only triggered if you are in a
NiGHTS map, and checks what mare you're on using the following format, depending on what
flags you have set for this line:</p>
<p>No flags -&gt; Runs if (current mare = line length)</p>
<p><a href="#NOCLIMB">NOCLIMB</a> -&gt; Runs if (current mare &lt;= line length)</p>
<p><a href="#BLOCKMONSTERS">BLOCKMONSTERS</a> -&gt; Runs if (current mare &gt;= line
length)</p>
<h3><a name="s128"></a>128 - Check for linedef executor on 3D Floors (ANY object)</h3>
<p>For any item to detect sector type <a href="#l16">16</a> on a 3D floor, the target
sector on the map must have this type. This allows you to have any kind of object trigger
a linedef executor.</p>
<h3><a name="s144"></a>144 - Egg Trap Capsule</h3>
<h3><a name="s160"></a>160 - Special Stage Time/Rings, Par</h3>
<p>For special stages, floor height is time limit in seconds, and ceiling height is rings
required in seconds. If the ceiling height is 0, there is no ring requirement, only a time
limit to find an exit.</p>
<h3><a name="s176"></a>176 - Custom Global Gravity</h3>
<p>Floor height sets global gravity. 500 is normal. 1000 is twice the normal gravity, 250
is half. You can also set per-sector gravity with linetype <a href="#l1">1</a>. This can
also be adjusted in realtime, for some really cool effects.</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Section 3</big></big></u><ol>
<h3><a name="s256"></a>256 - Ice/Sludge</h3>
<p>See linedef type <a href="#l540">540</a>.</p>
<h3><a name="s512"></a>512 - Wind/Current</h3>
<p>See linedef types <a href="#l541">541</a> and <a href="#l544">544</a>.</p>
<h3><a name="s768"></a>768 - Ice/Sludge and Wind/Current</h3>
<p>Combination of sector specials 256 and 512.</p>
<h3><a name="s1024"></a>1024 - Conveyor Belt</h3>
<p>See linedef type <a href="#l520">520</a>.</p>
<h3><a name="s1280"></a>1280 - Speed Pad (No Spin)</h3>
<p>See linedef type <a href="#l4">4</a>.</p>
<h3><a name="s1536"></a>1536 - Speed Pad (Spin)</h3>
<p>See linedef type <a href="#l4">4</a>. This type of speed pad forces you into a spin.</p>
<h3><a name="s1792"></a>1792, 2048, 2304, 2560, 2816, 3072, 3328, 3584, 3840 - Bustable
Block Sprite Parameter</h3>
<p>Used in a control sector of a bustable block. Chooses which debris sprite to spawn.</p>
<p>1792 = ROIA</p>
<p>2048 = ROIB</p>
<p>2304 = ROIC</p>
<p>2560 = ROID</p>
<p>2816 = ROIE</p>
<p>3072 = ROIF</p>
<p>3328 = ROIG</p>
<p>3584 = ROIH</p>
<p>3840 = ROII</p>
<p>&nbsp;</p>
</ol>
</li>
<li><u><big><big>Section 4</big></big></u><ol>
<h3><a name="s4096"></a>4096 - Starpost Activator</h3>
<p>Whenever a player steps in the sector, a starpost in that sector will be searched for
and, if found, activated.</p>
<h3><a name="s8192"></a>8192 - Special Stage Goal</h3>
<p>This is like the &quot;GOAL&quot; buttons in Sonic 1's special stages. Ends the special
stage when stepped on.</p>
<h3><a name="s8192a"></a>8192 - Exit Sector</h3>
<p>In single-player, cooperative, or race mode, being in this sector ends the level. You
don't necessarily have to be touching the floor. (If you want the player to have to be
touching the floor, you can use linedef type <a href="#l223">223</a>, an invisible,
intangible FOF, to do the trick. Give the FOF control sector a type of <a href="#s8192">8192</a>.)</p>
<p>See linedef type <a href="#l2">2</a> for a way to exit to any map, not just the one
whose number is specified in the map header. Linedef 2 also allows you to skip the score
tally screen.</p>
<h3><a name="s8192b"></a>8192 - No Tag Zone</h3>
<p>In games of tag, this sector is a safe spot. You cannot be tagged while in it.</p>
<h3><a name="s8192c"></a>8192 - CTF: Flag Return</h3>
<p>In CTF, if the red or blue flag enters this sector, it will automatically return to
base, much like how it behaves when it falls in a pit. This can also be set as a special
on a 3D floor.</p>
<h3><a name="s12288"></a>12288 - CTF: Red Team Base</h3>
<p>The red team has to bring the <a href="#t307">blue flag</a> onto this sector to score.
It's generally a good idea to have the <a href="#t306">red flag</a> here and the <a
href="#t34">red team player starts</a> somewhere close by.</p>
<h3><a name="s16384"></a>16384 - CTF: Blue Team Base</h3>
<p>The blue team has to bring the <a href="#t306">red flag</a> onto this sector to score.
It's generally a good idea to have the <a href="#t307">blue flag</a> here and the <a
href="#t35">blue team player starts</a> somewhere close by.</p>
<h3><a name="s20480"></a>20480 - Fan Sector</h3>
<p>Acts like a fan, pushing the player up at constant speed and activating the proper
animation. Can be used on intangible FOFs.</p>
<h3><a name="s24576"></a>24576 - Super Sonic Transform</h3>
<p>Transforms you into Super Sonic and gives you 50 rings, providing you have all of the
chaos emeralds.</p>
<h3><a name="s28672"></a>28672 - Spinner</h3>
<p>Forces the player into a spin.</p>
<h3><a name="s32768"></a>32768 - Zoom Tube Start</h3>
<p>When the player touches this sector, a line type <a href="#l3">3</a> with the same tag
as the sector is searched for, and if found, the line's X length determines the speed at
which the tube operates, while its Y length determines which zoom tube sequence to use.
Then the player is immediately put into a spin, loses control, and gravitates toward the
first Zoom Tube Waypoint (thing type <a href="#t753">753</a>), which does not have to be
in the same sector. Once they reach the first waypoint, they begin traveling to the 2nd,
3rd, and so on, until the last waypoint is reached.</p>
<p>This can be used with Floor-Over-Floors, just use these specials in the control sector
instead. </p>
<h3><a name="s36864"></a>36864 - Zoom Tube End</h3>
<p>Just like sector type <a href="#s32768">32768</a>, but starts from the last waypoint
and goes to the first.</p>
<h3><a name="s40960"></a>40960 - Finish Line</h3>
<p>The finish line for a race circuit. This increments a lap when you pass it, after
hitting all the star posts in the stage in sequential order. Once the number of laps
specified by the server is reached, the level is completed.</p>
</ol>
</li>
</ul>
</body>
</html>