SE3: Difference between revisions

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Created page with "'''SE3''', reffered to as '''Random Lights after shot out''' is a SECTOREFFECTOR which causes shading to change randomly once a light texture is damaged, making the broken lig..."
 
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'''SE3''', reffered to as '''Random Lights after shot out''' is a SECTOREFFECTOR which causes shading to change randomly once a light texture is damaged, making the broken lights appear to be flickering.
'''SE3''', referred to as '''Random Lights after shot out''', is a SECTOREFFECTOR which causes shading to change randomly once a light texture is damaged, making the broken lights appear to be flickering.


==Setup==
==Setup==
Mappers can create an SE3 by placing a [[SECTOREFFECTOR]] into their map and editing it's properties in 2D Mode.
Mappers can create an SE3 by placing a [[SECTOREFFECTOR]] into their map and editing its properties in 2D Mode.


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* The effect can be used with walls, though you may have to experiment a little to make it work the way you want it to. Generally it only works with Two-Sided Non-Masked walls. It can work with a masked wall that has it's Hitscan bit set (Press '''H''' in 3D Mode) but the light texture will not break.
* The effect can be used with walls, though you may have to experiment a little to make it work the way you want it to. Generally it only works with Two-Sided Non-Masked walls. It can work with a masked wall that has it's Hitscan bit set (Press '''H''' in 3D Mode) but the light texture will not break.
* The SE3 does not have to be in the same sector as the light texture.
* The SE3 does not have to be in the same sector as the light texture.
[[Category:Level editing documentation]]

Revision as of 02:47, 29 October 2014

SE3, referred to as Random Lights after shot out, is a SECTOREFFECTOR which causes shading to change randomly once a light texture is damaged, making the broken lights appear to be flickering.

Setup

Mappers can create an SE3 by placing a SECTOREFFECTOR into their map and editing its properties in 2D Mode.

SE3 Properties
Property Value Notes
Lotag 3 Use ALT+T in 2D Mode to set the Lotag value. Set it to 3.
Hitag Channel Use ALT+H in 2D Mode to set the Hitag value, this must match the hitag of either a sector or a wall with a breakable light texture.
Shade On Shade Use '+S in 3D Mode to edit the sprite's shade. This will be the shade of the sector whilst the lights are ON.

You can use the same controls to shade the sector floor, ceiling and walls, this will be how the sector appears when the lights are OFF.

Pal Off Palette Use ALT+P in 3D Mode to set the palette, this will be the palette of the sector when the lights are OFF and will remain this way.

You can use the same controls to set a palette on the sector floor, ceiling and walls, this will be how the sector appears when the lights are ON.

Notes

  • Lights will not always flash after the player destroys them, in this case, the lights just appear to be off.
  • You can use this effect with SE12 (Light Switch), at least, until the lights are destroyed.
  • The effect can be used with walls, though you may have to experiment a little to make it work the way you want it to. Generally it only works with Two-Sided Non-Masked walls. It can work with a masked wall that has it's Hitscan bit set (Press H in 3D Mode) but the light texture will not break.
  • The SE3 does not have to be in the same sector as the light texture.