Category:Editing C-9 Effects: Difference between revisions

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==Switch Activated Explosions==
==Switch Activated Explosions==
This effect allows you to choreograph explosions and set them off via a switch.
* STEP 1: Place a switch sprite somewhere in your level.  This will be where you set off the explosion from. Give the switch sprite a unique lotag value.
* STEP 2: Place one Masterswitch sprite in *every* sector that you want an explosion to take place in. Give every single Masterswitch sprite the same lotag value that you gave the switch.  If you want to create a delay between flipping the switch and the first explosion, give the Masterswitch a hitag value of the delay you wish to have.
* STEP 3: Place C-9 sprites (#1247) everywhere you want an explosion to take place.  You can raise the sprites to where you want, creating some nicely choreographed explosions.
* NOTE 1: Placing a large number of C-9 sprites can cause your computer to slow drastically if you are running on a slower processor.
* STEP 4: Shrink each C-9 sprite as far as you can width wise.  This can be done by using the [5]+[4] key combination on the *numberpad*. When the sprites shrink no farther, you know that you are as small as you can get.
* STEP 5: Give every C-9 sprite a hitag value equal to the lotag value that you gave the switch in step 1.
* STEP 6: Now give each C-9 sprite any lotag value that you want. The lotag value for each C-9 sprite is the delay that the C-9 will wait before exploding.
* NOTE 2: A lotag value of 0 on the C-9 sprites will cause these sprites to *not* explode.  Make sure that the lotag value is greater than 0.
* NOTE 3: A lotag value of 96 is roughly one second.  Experiment to find out what is best for your situation.


==Touchplate Activated Explosions==
==Touchplate Activated Explosions==

Revision as of 18:10, 18 February 2008

Build/Mapster32 Map Editing

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 Some may be outdated, and some may be incorrect -- this page exists to get you started with the Level Editing and may not currently cover some of the additional features available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.

C-9 Canisters (Visible)

C-9 is what creates the majority of choreographed explosions in Duke,Nukem 3D. To create an explosive can, simply place a sprite where you want the can to be. Change it to either the C-9 sprite (#1247), the OOZFILTER sprite (#1079), or the exploding barrel sprite (#1238). If you want to place explosive underwater mines, place the BOUNCEMINE sprite (#940). If you own version 1.4 or 1.5 of Duke Nukem 3D, you can use the GUNPOWDERBARREL (#4360) as well.

Switch Activated Explosions

This effect allows you to choreograph explosions and set them off via a switch.

  • STEP 1: Place a switch sprite somewhere in your level. This will be where you set off the explosion from. Give the switch sprite a unique lotag value.
  • STEP 2: Place one Masterswitch sprite in *every* sector that you want an explosion to take place in. Give every single Masterswitch sprite the same lotag value that you gave the switch. If you want to create a delay between flipping the switch and the first explosion, give the Masterswitch a hitag value of the delay you wish to have.
  • STEP 3: Place C-9 sprites (#1247) everywhere you want an explosion to take place. You can raise the sprites to where you want, creating some nicely choreographed explosions.
  • NOTE 1: Placing a large number of C-9 sprites can cause your computer to slow drastically if you are running on a slower processor.
  • STEP 4: Shrink each C-9 sprite as far as you can width wise. This can be done by using the [5]+[4] key combination on the *numberpad*. When the sprites shrink no farther, you know that you are as small as you can get.
  • STEP 5: Give every C-9 sprite a hitag value equal to the lotag value that you gave the switch in step 1.
  • STEP 6: Now give each C-9 sprite any lotag value that you want. The lotag value for each C-9 sprite is the delay that the C-9 will wait before exploding.
  • NOTE 2: A lotag value of 0 on the C-9 sprites will cause these sprites to *not* explode. Make sure that the lotag value is greater than 0.
  • NOTE 3: A lotag value of 96 is roughly one second. Experiment to find out what is best for your situation.

Touchplate Activated Explosions

Cracked Walls

Fixing The ‘Texture Problem’

Making the Ceiling Blow Up (And Enemies Fall From the Sky!)

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