Levels
General Actor Properties
Spawn Flags 1 | |
---|---|
Sniper |
stand in place can only use ranged attacks, even up close |
Melt On Death |
required for enemies that can respawn, or they'll get stuck at the glowing stage |
Avoid Water |
deletes the actor if it enters a water sector has no bearing on whether the actor can enter water sectors in the first place, and should generally not be used |
Teleport Avoid Cliffs |
do not enter cliff sectors when pathfinding to a place to teleport to (seems to affect both the Teleport flag as well as respawning) also makes the actor vulnerable to super arrows (super arrows will only deal double damage without this flag) |
Spawn Flags 2 | ||||
---|---|---|---|---|
Item Drop Mask | 1 | explosive shells | 8 | minigun ammo |
2 | grenade | 9 | mortal wound | |
3 | 10 health | 10 | rockets | |
4 | full health | 11 | shells | |
5 | ultra health | 12 | energy cell | |
6 | 2 health | 13 | large energy cell | |
7 | 25 health | 14 | clip | |
Hold Trigger Animation | impervious to all damage until triggered |
Spawn Flags 3 | |
---|---|
Make Spawn Anim Visible |
remain visible and solid before being triggered Hold Trigger Animation must also be checked, or the actor will be active without being triggered |
General | |
---|---|
Target TID | triggered by enemies when killed other actor types may use this for other purposes |
Trigger Anim |
animation to play when triggered (see tables below) actor will be hidden and non-solid until triggered, unless Make Spawn Anim Visible is checked Hold Trigger Animation should also be checked |
Actor-Specific Properties
Player
Dead Height |
Step Height This determines how well the player "sticks" to the ground when moving down slopes. The default value when placing the actor causes the player to stagger when going down slopes. The value used in the base game is |
Enemies
Human_Grunt_Soldier | ||||||
---|---|---|---|---|---|---|
Variant | Attacks | |||||
0 | barbarian | unarmed | proj | 1 | wand spell | |
1 | axe + shield | 2 | pistol | |||
2 | morning star | 3 | rifle (crouched) | |||
3 | polearm | 4 | [nothing] | |||
4 | shotgun | standard | 5 | rifle (standing) | ||
5 | spiked shin guards | 6 | blow gun | |||
6 | rifle | standard | 7 | grenade | ||
7 | topless | 8 | [nothing] | |||
8 | plasma | 9 | demon fireball | |||
9 | poacher | machette | 10 | demon shaman spell | ||
10 | pistol | strong | 2-handed melee | |||
11 | weak | 1-handed melee | ||||
12 | shotgun | Trigger Anim | ||||
13 | rifle | 3 | aerial ambush | |||
14 | tribal | bone club | 4 | standing | ||
15 | blow gun | 5 | demon shaman spell | |||
16 | polearm | Alternate Moves | ||||
17 | shaman | 2-handed stance | ||||
18 | cyborg | pulse rifle | ||||
19 | blade | |||||
20 | polearm | |||||
21 | demon | axe | ||||
22 | polearm | |||||
23 | unarmed | |||||
24 | shaman | |||||
25 | hanging body |
Monster_Raptor_Common | |||
---|---|---|---|
Variant | Attacks | ||
0 | normal | proj 1 | plasma gun |
1 | cyber | strong | melee |
Texture | Trigger Anim | ||
0 | green | 2 | outstretched arm |
1 | brown |
Monster_Purlin | |||||||
---|---|---|---|---|---|---|---|
Variant | Attacks | Trigger Anim | |||||
0 | unarmed | proj | 1 | blaster | 3 | winding up pose | |
1 | blaster | 2 | leap smash (ineffective) | 4 | level 5 wall smash | ||
Texture | 7 | ground pound | 5 | 180 uppercut thing | |||
0 | yellowish green | strong | backhand (both types) | 6 | aerial ambush | ||
1 | forest green |
Monster_Stalker | |||
---|---|---|---|
Texture | Trigger Anim | ||
0 | adult | 2 | hind legs, right hand swipe |
1 | elder | 3 | face and left hand up |
2 | young | 4 | all fours, face up (1-second delay) |
3 | elite | 5 | all fours, low and poised |
Attacks | 6 | aerial ambush (jolts into the air at the end) | |
proj 1 | leap | 7 | same as 2, very slightly shorter delay |
strong | swipe |
Monster_Insect_Beetle | |
---|---|
Attacks | |
proj 1 | lunge (only when far) |
strong | lunge (only when close) |
Movers
Attack Chance | time in seconds to reach new height |
Health |
time in seconds before returning to original height
|
Target TID |
sound ID, as defined in defs/fileLookup.txt some common ones include:
|
Param 1 |
change in height – positive is up, negative is down
|
Doors
Attack Chance |
stay open for
|
Param 1 |
delay for Trigger Delay works for doors (and is more granular), so this appears to be redundant |
Sector Settings
Blend Length
time taken to transition to this sector's fog properties when entered
1.0
is the usual value
Ambience
These are defined in defs/environmentInfo.txt
# | Definition | Sounds | Reverb |
---|---|---|---|
0 | [None] | ||
1 | Environment_Jungle 0 | apes, birds, wildcats | |
2 | Environment_Swamp 1 | birds, insects, occasional ape | |
3 | Environment_Cave 2 | bats, cave growls | cavernous |
4 | Environment_Catcomb01 3 | wind, occasional cave growls, screams | enclosed |
5 | Environment_LostLand 4 | wind, rumble, wildcats, t-rex | |
6 | Environment_Catcomb02 5 | metal moan (level 8) | spacious |
7 | Environment_Catcomb03 6 | [same as 4] | |
8 | Environment_Ruins 7 | wind, occasional wildcat, cave growls | |
9 | Environment_Valley 8 | wind, occasional wildcat, t-rex | |
10 | Environment_Village 9 | apes, birds, rumble |
spirit realm ambience is played in TurokPlayer::DoWarpSounds()
in scripts/player.txt, based on a map ID check in TurokPlayer::InSpiritWorld()
Music
These are defined in defs/fileLookup.txt
0 - Level 1 + 21 - Level 5 - Catacombs
2 - Cave Ambience
3 - Boss - Longhunter + Mantis
4 - Level 8 - Final Confrontation
5 - Boss - Campaigner
6 - Hub Ambience
7 - Level 6 - Treetop Village
8 - Level 7 - Lost Land
9 - Boss - T-Rex
10 - silence
11 - Mysterious Ambience (level 7 intro cave)
12 - silence
13 - Level 3 - Ancient City
14 - Level 4 - Ruins
100 - Underwater Ambience
Automap
A given sector edge will be drawn on the automap if it isn't shared with another sector, or if the adjacent sectors' Draw Orders are not equal. The color will be chosen by the sector with the lower Draw Order.
The Hidden flag works like another color – the edge will only be hidden if the hidden sector has the lower Draw Order.
The Toggle flag allows Block sectors to be added to the automap like normal.
Sector Flags
Event
- Arg 4: target TID
Triggers all actors with the matching TID when the player enters the sector. If there are no matching actors, the corresponding $script will be called instead, if there is one.
The event is triggered once every tick for as long as the player is within the sector.
Teleport
- Arg 1: WarpPoint TID
- Arg 2: destination map ID
Damage
- Arg 5: damage amount
-
Arg 6: time between instances of damage
1024
is 1 second
The Lava flag reduces the player's speed (only works in conjunction with Damage flag).
Event Sound
- Arg 2: sound ID, as defined in defs/fileLookup.txt
461
is the pressure plate click
When paired with the Event flag, plays a sound any time the player enters the sector.
Checkpoint & Save Game
- Arg 3: TID of WarpPoint player spawns at
Shallow Water
When paired with the Water flag, prevents the player from entering the swimming state, and allows enemies that can't swim to enter the sector.