Category:Editing Switch Effects: Difference between revisions
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Activator 1 (0,X) (0,X+1) (0,X+2) | Activator 1 (0,X) (0,X+1) (0,X+2) | ||
Activator 2 (0,X+1) (0,X+2) (0,X+3) | Activator 2 (0,X+1) (0,X+2) (0,X+3) | ||
[[Category:Editing Doors]] | [[Category:Editing Doors]] |
Latest revision as of 17:48, 30 April 2012
NOTE: Much of information on this page is from around 1999. Some may be outdated, and some may be incorrect -- this page exists to get you started with the Level Editing and may not currently cover some of the additional features available in Mapster32.
Switch Activated Doors
Map Name: TUTORIAL.MAP (ROOM 4-F)
To make a door open by toggling a switch, follow these steps:
- STEP 1: Make the door itself.
- STEP 2: Place a switch somewhere in your level, and give it a unique lotag value.
- STEP 3: Place one Activator sprite (#2) in the door sector and give it the same lotag value as the switch.
- Option 1: To lock/unlock the door use an Activatorlocked (#4) Sprite. When the door is unlocked it can be operated as any door.
- Option 2: To limit the number of times the door can be opened/closed or locked/unlocked use a Touchplate and set the Hitag to 1.
- Option 3: To open a Rising/Lowering (SLT-20, SLT-21 & SLT-22) type door only once, give the Activator Sprite in addition to Step 2 a hitag of 1.
- Option 4: To close a Rising/Lowering type door only once, give the Activator Sprite a Hitag of 2
- NOTE 1: It is strongly advised *not* to make this type of door an auto-closing door.
Combination Door Switches
Map Name: TUTORIAL.MAP (ROOM 4-G)
To make a door open only when a certain combination of switches is set, follow these steps:
- STEP 1: Make the door itself.
- STEP 2: Place one Activatorlocked sprite in the door sector. Give it a unique lotag value.
- STEP 3: Place a number of "dipswitch" sprites (sprites #162, #164, #166, and #168) somewhere in your level. Give each sprite the same lotag value you gave the Activatorlocked sprite. Now give the sprites that need to be "on" in the game a hitag of 1. When these switches are turned to the "on position", the door will then open.
Another Version of Combo. Switches (Version 1.4 or 1.5 Required)
Map Name: ATOMIC.MAP (ROOM #2)
Another version of Combination switches is available in versions 1.4 and 1.5 of Duke Nukem 3D. The only thing that is different in this version is the sprite that you need to use for the switches. The new sprite is a red shooting target (#4359). Just substitute this sprite for the "dipswitch" sprites used in section 4.54. Then, set the angle of the sprite to the direction that you want the target to “lay down” (the angle should be opposite of the player's viewpoint in the game). Also, make sure that the sprites are flat (i.e. - press the [R] key on each sprite once).
- NOTE: These sprites should *not* be on a wall, but should be sitting in a sector somewhere (where they can fall over). You can put them on a wall if you want, but it would look rather unrealistic.
Multi-Door Switches
Map Name: TUTORIAL.MAP (ROOM 4-H)
This is a useful effect for limiting which rooms a player can enter into at the same time. Just follow these simple steps:
- STEP 1: Make 3 doors and give them appropriate textures and sounds. Make sure that you *DO NOT* place Auto Closing Doors sprites in any of these doors! This can cause some major problems.
- STEP 2: Place the multi-switch sprite (#146) somewhere in your level, and give it a unique lotag value.
- STEP 3: Place *two* activator sprites in each door sector (you should have six activator sprites in this effect altogether). You now must give these activator sprites the right tags. The following list should help you in tagging these doors properly.
- NOTE 1: The letter X in the table below is the unique value you gave the multi-switch sprite in step 2.
- NOTE 2: The first number below is the hitag value, and the second number is the lotag value.
Door 1 Door 2 Door 3 Activator 1 (0,X) (0,X+1) (0,X+2) Activator 2 (0,X+1) (0,X+2) (0,X+3)
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