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Advanced Effects - Sprites - Mode-Specific Sprites

Mode-Specific Sprites

These sprites will only appear in certain modes or difficulty settings. You can also control the start points of other players in a DukeMatch or Co-Operative game.


DukeMatch/Co-Operative Start Positions

Place at least 7 (max. 15) APLAYER (#1405) sprites to indicate DukeMatch start positions. Place 7 APLAYER sprites tagged [0,1] to indicate Co-Operative start positions (preferably near the beginning of the level). All start positions are affected by the APLAYER sprite's height. The default start position (brown arrow) in each case counts as the first player's start position (which is also affected by the set height).

In a DukeMatch game, each player always initially begins in the start position relative to their player number, but immediately afterwards the start positions are randomized. In a Co-Operative game, each player's start position is permanently set relative to their player number.


DukeMatch/Co-Operative Sprites

These sprites will only appear in a DukeMatch/Co-Operative game. This is only compatible with certain sprites.

Give the desired sprite a palette value of anything other than 0. This will cause it to appear only in a Multiplayer game. A few good uses for this are: CRACKs, weapons, ammo, health, etc. which are only visible in DM/Co-Op. Switches with a palette value other than 0 will only appear in DukeMatch games.


Skill Level Sprites

These sprites will only appear in specific skill levels. This is only compatible with certain sprites (enemies, health, weapons, inventory, etc.)

The sprite's Lo-Tag determines the difficulty settings in which it will be available.

[0] = Appears in all skill levels
[1] = Appears in all skill levels
[2] = Appears in skill levels 2 and above
[3] = Appears in skill levels 3 and above
[4] = Appears in skill level 4 only




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