Sector effectors: Difference between revisions

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__TOC__
__TOC__


==SE30 - Floor Rise/Fall==
==SE15 - Slide Door==
 
{| class="wikitable"
|+ Other stuff (needs a name)
! Name
! Lotag
! Hitag
! Info
|-
| SE15
| -
| (first unique)
| You must give the SE an unique Hitag.
|-
| Sector
| 25
| -
| You need to give the sector you want to act as a sliding door the lotag of 25.
|-
| GPSPEED
| (distance)
| -
| Controls the distance the sector will move, divide the build units of a desired distance by two.
|-
| ACTIVATOR
MASTERSWITCH
| (first free)
| -
| You can use one of these to trigger the movement, but '''they must''' use their own tag from the SE.
|}
 
 
==SE31 - Floor Rise/Fall==


{| class="wikitable"
{| class="wikitable"
Line 17: Line 49:
| (speed)
| (speed)
| -
| -
| Controls the speed of the effect.
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won't move at all.
'''NOTE:''' The speed also affects the destination (see below).
'''NOTE:''' The speed also affects the destination (see below).
|-
|-
Line 27: Line 59:
|}
|}


SE30 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE30 is that the platform does not get activated if the player falls on the sector.
SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.


To use the SE30, place the sprite at the desired ''end height''. Once activated, the sector will rise or descend to the [[Z|Sprite's Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite's Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector's floor.
To use the SE31, place the sprite at the desired ''end height''. Once activated, the sector will rise or descend to the [[Z|Sprite's Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite's Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector's floor.


Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you're only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you're only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].
Line 35: Line 67:
If you're using a value that's not dividable by 2, the sector '''''will not''''' reach the height given by the SE sprite. If you're using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please '''make sure the speed is divisible by the difference between the sector's [[Floorz]] and the SE sprite's [[Z]]'''.
If you're using a value that's not dividable by 2, the sector '''''will not''''' reach the height given by the SE sprite. If you're using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please '''make sure the speed is divisible by the difference between the sector's [[Floorz]] and the SE sprite's [[Z]]'''.


==SE31 - Ceiling Rise/Fall==
==SE32 - Ceiling Rise/Fall==


{| class="wikitable"
{| class="wikitable"
Line 47: Line 79:
| (speed)
| (speed)
| -
| -
| Controls the speed of the effect.
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won't move at all.
'''NOTE:''' The speed also affects the destination (see below).
'''NOTE:''' The speed also affects the destination (see below).
|-
|-
Line 57: Line 89:
|}
|}


SE31 works exactly like SE30, except the ceiling instead of the floor of the sector is moved to the SE sprite's Z.
SE32 works exactly like SE31, except the ceiling instead of the floor of the sector is moved to the SE sprite's Z.

Revision as of 11:56, 17 June 2014

In vanilla Duke Nukem 3D, Sector Effectors (Tilenum #1) are used to create practically all of the effects that affect sectors in any way as opposed to effects that affect sprites and [Actor|actors]], which are mainly created by CON language. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.

Although you can find the complete listing of Sector Effectors in the Sector Effector Reference Guide, this page exists to explain them as well as their particular quirks in detail for advanced level editing.

SE15 - Slide Door

Other stuff (needs a name)
Name Lotag Hitag Info
SE15 - (first unique) You must give the SE an unique Hitag.
Sector 25 - You need to give the sector you want to act as a sliding door the lotag of 25.
GPSPEED (distance) - Controls the distance the sector will move, divide the build units of a desired distance by two.
ACTIVATOR

MASTERSWITCH

(first free) - You can use one of these to trigger the movement, but they must use their own tag from the SE.


SE31 - Floor Rise/Fall

Other stuff (needs a name)
Name Lotag Hitag Info
GPSPEED (speed) - Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won't move at all.

NOTE: The speed also affects the destination (see below).

ACTIVATOR

MASTERSWITCH

(first free) - You can use any free tag to toggle or activate the effect with a switch.

SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.

To use the SE31, place the sprite at the desired end height. Once activated, the sector will rise or descend to the Sprite's Z height. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite's Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector's floor.

Note that the Lotag of the GPSPEED sprite can affect how the sector reaches its destionation height. For instance, if you're only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be power of two.

If you're using a value that's not dividable by 2, the sector will not reach the height given by the SE sprite. If you're using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please make sure the speed is divisible by the difference between the sector's Floorz and the SE sprite's Z.

SE32 - Ceiling Rise/Fall

Other stuff (needs a name)
Name Lotag Hitag Info
GPSPEED (speed) - Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won't move at all.

NOTE: The speed also affects the destination (see below).

ACTIVATOR

MASTERSWITCH

(first free) - You can use any free tag to toggle or activate the effect with a switch.

SE32 works exactly like SE31, except the ceiling instead of the floor of the sector is moved to the SE sprite's Z.