Depending on the complexity of a map, it would be a great asset to have one or more new keys, over the six existing keys, available. Here I will describe how to set up a new key. While any new key could have whatever name with up to 8 characters long, I will stick to the already established naming convention.
To be able to use the new key in-game, four or five different items must be established:
Using this method up to 255 keys can be created.
For the purpose of this tutorial, the new key will be a green card key. For the new key image I just recoloured the existing yellow key using Paint.Net
|existing INVENTORY keys||new INVENTORY key|
|STKEYS0 - BLUE card key||STKEYS6 - GREEN card key|
|STKEYS1 - YELLOW card key|
|STKEYS2 - RED card key|
|STKEYS3 - BLUE skull key|
|STKEYS4 - YELLOW skull key|
|STKEYS5 - RED skull key|
|existing SPRITE images||new SPRITE images|
|BKEYA0 and BKEYB0 - BLUE card key||GKEYA0 and GKEYB0 - GREEN card key|
|YKEYA0 and YKEYB0 - YELLOW card key|
|RKEYA0 and RKEYB0 - RED card key|
|BSKUA0 and BSKUB0 - BLUE skull key|
|YSKUA0 and YSKUB0 - YELLOW skull key|
|RSKUA0 and RSKUB0 - RED skull key|
|the DECORATE lump|
When inserting this key in an editor, the green key will appear in the User defined section. If you want the green key to appear under Keys then add //$Category Keys as the first line.
|the LOCKDEFS lump|
One could open a door with the new key by attaching a lock type line special to the door linedef, but a much better way is the use of SCRIPTS. At first, using scripts may seem more complex but it really is just using the line specials in a text file instead of attaching them to linedefs.
|the example pwad|
If one wants to use a specific font, as I have done in the example, then the message in the LOCKDEFS lump cannot be used. The reason being, the message will not be displayed in the specified font but the regular font. Therefore the message must be incorporated into the script.
|the SCRIPTS lump|
Kappes Buur, March 21, 2016