Category:Editing Sectors That Rise and Fall

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Revision as of 18:17, 23 November 2010 by Nexus (talk | contribs) (Locked Lifts: -write section)
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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 Some may be outdated, and some may be incorrect -- this page exists to get you started with the Level Editing and may not currently cover some of the additional features available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.

Lifts

STEP 1. Build your lift sector. You need to make sure it has an upper floor and a lower floor connecting to it, otherwise it will not work correctly. STEP 2. Give the lift sector one of the following sector tags:

16- lift starts at the top floor. Only the floor of the lift moves, the ceiling does not.
17- lift starts at the bottom floor. Only the floor of the lift moves, the ceiling does not.
18- lift starts at the top floor. Both floor and ceiling move.
19- lift starts at the bottom floor. Both floor and ceiling move.

STEP 3. Add a Music&SFX sprite to the lift sector. The lotag of the Music&SFX plays when the lift is activated, and the hitag plays when the lift arrives at its destination. Add a GPSPEED sprite to the lift sector to control its speed.

Switch Operated Lifts

It is possible have a lift operated by a switch. Simply build a lift as normal. Then add an activator to the lift sector, and give it a unique lotag. Add a switch somewhere and give it the same lotag as you gave the activator. Now the lift can only be operated by hitting the switch.

Locked Lifts

Simply build a lift as normal, and place an activatorlocked in it. Give the activatorlocked a unique lotag, and place an accesscard lock somewhere with the same lotag. Unfortunately this cannot be combined with a switch-activated lift, because hitting the switch will activate the lift whether it is locked or not.

Elevator Transports

Constructing Destructible Buildings

Crushers (Engine Pistons)

Making the Ceiling Fall Upon an Explosion

Rotating & Rising Sectors

Making Ceilings and Floors Drop Down

Incremental Rising and Falling Sectors (v. 1.4 or 1.5 Required)

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