Hi-Tags and Lo-Tags
Hi-Tags and Lo-Tags are difficult to understand at first, but they are a simple concept. Hi-Tags and Lo-Tags are number values which can be assigned to an object such as sprites, walls, or sectors. A Hi-Tag is most commonly used as a link or a channel between two objects, such as a door and the switch that activates it. Lo-Tags are most commonly used to start a pre-set instruction which tells an object how to act, such as telling a sector to move up and down like a piston. Read the BUILD Keypress Reference section for details on assigning Hi-Tags and Lo-Tags to an object.
Special Sprites
Sprite # 1
The Sector Effector is used to manipulate sector attributes and create the game effects.
Lo-Tag : a pre-set number which tells the sector how to act. Hi-Tag : used to link another Sector Effector with the same Lo-Tag so they activate together.
Sprite # 2
The Activator is used with Switches or the Touchplate Sprite to activate the Sector Lotag function or any Sector Effectors within the Sector.
Lo-Tag : Set equal to a Switch Lotag or a Touchplate Lotag Hi-Tag : 0 = normal/default. 1 = Open door only. Only works for Sector Tag 20 or 21 doors. 2 = Close door only. Only works for Sector Tag 20 or 21 doors.
Sprite # 3
The Touchplate will activate an Activator or Masterswitch when the player walks on the sector floor.
Lo-Tag : Set equal to an Activator or Masterswitch Lo-Tag Hi-Tag : 0 = Activate Touchplate every time the player steps on the sector floor. > 0 = Activate the Touchplate this many times than never again.
Sprite # 4
The ActivatorLocked locks a sector's Lo-Tag function until the player unlocks it.
Lo-Tag : Set equal to a switch, Touchplate, keycard access switch, or other sprite's Lo-Tag used to unlock it. Hi-Tag : none.
Sprite # 5
The Music and SFX sprite can be used in three different ways:
When used in a sector with a Lo-Tag, the sound will play when the sector's Lo-Tag function is activated.
Lo-Tag : Sound number to be played (Primary sound) Hi-Tag : Sound number to be played (Secondary sound)
When used in a sector without a Lo-Tag, an ambient sound will be played.
Lo-Tag : Ambient sound number Hi-Tag : Maximum distance the sound can be heard (1024 = the largest grid square in BUILD)
When used in a sector without a Lo-Tag, all sounds will have an echo effect.
Lo-Tag : 1000 + the amount of echo from 0-255 (0 being the least amount of echo) Hi-Tag : Maximum distance the sound can be heard (1024 = the largest grid square in BUILD)
Sprite # 6
The Locator is used to define the series of points that a pigcop recon control vehicle or a moving sector (subway) will move to. You can only have one Locator path set in a sector. You cannot have a Pigcop RCV and a subway in the same map.
Lo-Tag : Set in an increasing order beginning with 0. When the vehicle reaches the last point, It will loop back to the Locator with Lo-Tag 0. Hi-Tag : If set to 1, the subway will stop at that point for 5 seconds, then continue. The pigcop RCV however, is not affected.
Sprite # 7
The Cycler sprite is used to make the sector pulsate in brightness.
Lo-Tag : Set the offset of how bright it will start. Hi-Tag : none. Palette : Set to a color if you want to. Shade : Set the Cycler shade to how bright the sector will get. Set the sector shade to how dark it will get.
Sprite # 8
The MasterSwitch activates Sector Lo-Tags or Sector Effectors. It is the exact same as an activator, except it has a time-delay ability.
Lo-Tag : Set equal to a Touchplate or switch Lo-Tag to be activated by. Hi-Tag : Set for time delay until action occurs (32 = 1 second).
Sprite # 9
The Respawn sprite is used to spawn an actor or an item when activated by a switch or Touchplate.
Lo-Tag : Set equal to the switch or Touchplate Lo-Tag to be activated by. Hi-Tag : Set equal to any sprite number that has a name assigned to it (the name is displayed in BUILD and EDITART).
Sprite # 10
The GPSPEED is most commonly used to determine the speed of an object.
Lo-Tag : Rate of movement Hi-Tag : none.
Basic Knowledge
I will refer to these special sprites in the following format:
Sprite | Acronym |
---|---|
Sector Effector | S |
Activator | A |
Touchplate | T |
Activator Locked | L |
Music and SFX | M |
Locator | L+ |
Cycler | C |
MasterSwitch | D |
Respawn | R |
GPSPEED | Sp |
In the Advanced FX tutorials, I will use the acronym followed by the Hi-Tag and Lo-Tag you need to assign to the sprite:
acronym[Hi-Tag,Lo-Tag]
For example, If I wanted to say "Give an activator a unique Lo-Tag and a Hi-Tag of 215", I would say it like this:
A[215,unique]
If any of these sprites are in superscript and brackets, it means that they are optional:
A[215,unique]
(S[delay,10])
Sector Tags and other Sprite Tags are referred to in the same format, but without the acronym:
[Hi-Tag,Lo-Tag]
So If I wanted to say "Give that sector a Hi-Tag of 23, and a Lo-Tag of 7", I would say it like this:
[23,7]
You might be wondering what the word channel means. A channel is a unique number which two or more objects will share. Like giving two doors the same unique Hi-Tag to link them, so when either door is pressed against, both doors will open. This concludes some basic knowledge you will need to understand the Advanced FX section.