Hexen introduced a new way of controlling THINGS: activation. Monsters flagged as dormant remain inactive until activated with a Thing_Activate Special Action. They can be put back to sleep with a Thing_Deactivate Special Action. Certain other THINGS can be activated and deactivated. Some of these begin (or stop) a particular activity:
Hexen THINGs that start and stop under Special Action control | ||
---|---|---|
THING Type | On activation | On de-activation |
All Monsters | Awaken | Become Dormant |
8065: Z_Bell | Rings bell | |
10225: Spawn_Bat | Starts spawning Bats | Stops spawning Bats |
10503: Z_LargeFlame_Permanent | Ignites flame | Extinguishes flame |
10502: Z_LargeFlame_Timed | Ignites flame | Extinguishes flame |
10501: Z_SmallFlame_Permanent | Ignites flame | Extinguishes flame |
10500: Z_SmallFlame_Timed | Ignites flame | Extinguishes flame |
9012: ZZ_GemPedestal | Gem appears | |
9011: ZZ_WingedStatueNoSkull | Skull appears in hands |
Other THINGS react to activation and deactivation by switching state, and effectively becoming THINGS of a different type:
Hexen THINGs that change type under Special Action control | |
---|---|
Activated THING Type | De-activated THING Type |
116: Z_TwinedTorch | 117: Z_TwinedTorch_Unlit |
54: Z_Wall_Torch_Lit | 55: Z_Wall_Torch_Unlit |
10091: Spike_Up | 10090: Spike_Down |
8042: Z_FireBull | 8043: Z_FireBull_Unlit |
8069: Z_Cauldron | 8070: Z_Cauldron_Unlit |
17: Z_Chandelier | 8063: Z_Chandelier_Unlit |
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