Point and click at the pictures below to jump to a specific section.
 
The sector effect.more info
The channel through which a command will be received.
A user channel must be in the range of 100 to 1023.
It is possible to block incoming commands by locking the sector, only
commands of the LOCK group are still able to go through. System channels
(OUTPUTS) are:
7 |
Generates trigger at startup for Single Player |
8 |
Generates trigger at startup for Bloodbath |
9 |
Generates trigger at startup for Coop |
10 |
Generates trigger at startup for Team mode |
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15 |
Generates trigger if a Team A player is killed |
16 |
Generates trigger if a Team B player is killed |
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80 |
Message sent to Team A Flag |
81 |
Message sent to Team B Flag |
Note: the trigger generated by Channel 15 also works in
Single Player.
If a continuous trigger is needed during the game then use the TRIGGER
GEN sprite (700), make sure its state is ON, then send whatever CMD
to whatever channel and set a BUSYTIME for the time interval.
The channel through which a command will be transmitted.
A user channel must be in the range of 100 to 1023.
System channels (INPUTS) are:
1 |
Secrets setup |
2 |
Secrets counter |
3 |
Text-over |
4 |
End level A |
5 |
End level B |
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90 |
Trigger for Remote Detonator(s) for player 1 |
91 |
Trigger for Remote Detonator(s) for player 2 |
92 |
Trigger for Remote Detonator(s) for player 3 |
93 |
Trigger for Remote Detonator(s) for player 4 |
94 |
Trigger for Remote Detonator(s) for player 5 |
95 |
Trigger for Remote Detonator(s) for player 6 |
96 |
Trigger for Remote Detonator(s) for player 7 |
97 |
Trigger for Remote Detonator(s) for player 8 |
All remote detonators throughout the map will explode when
a ON is sent through the appropriate channel.
The initial state of the sector, OFF or ON.
There are 12 commands in 4 groups; STATE, LINK, LOCK and
STOP.
A command will be transmitted though the TX channel when a trigger is
generated by either the player or by receiving a state changing command through the
RX channel that will change the state of the sector.
A list of all commands and their function:
OFF |
RECEIVER will go OFF when it is ON (r=0) |
ON |
RECEIVER will go ON when it is OFF (r=1) |
STATE |
State of TRANSMITTER will be send to RECEIVER (r=t) |
TOGGLE |
Invert state of RECEIVER (r=1-r) |
!STATE |
Sends inverted state of TRANSMITTER to RECEIVER (r=1-t) |
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LINK |
TRANSMITTER is the master- and RECEIVER the slave-sector,
its RECEIVER(s) only needs TYPE and RX channel set |
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LOCK |
Locks the RECEIVER |
UNLOCK |
Unlocks the RECEIVER |
TOGGLE LOCK |
RECEIVER's lock flag inverted |
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STOP OFF |
Internal loop stops when arriving at OFF |
STOP ON |
Internal loop stops when arriving at ON |
STOP NEXT |
Internal loop stops when arriving at next state |
Furthermore there are 32 multi-purpose values for use
with the Secrets Setup, Counter and the Text-over generator.
The amount of secrets on a map must be set manually, this is done by
sending a value to channel 1 at startup using a off-map Toggle Switch with a RX ID of 7.
65:1 |
1 secret |
66:2 |
2 secrets |
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74:10 |
10 secrets |
A CMD of 64 must be send to channel 2 each time the player
finds a secret so the counter will go up 1.
Don't forget to set the 1-shot flag so the sector is unable to influence
the counter once more.
Use a CMD of 65 to make it count a super secret. example map of secrets setup/counter.
Text-over values correspond with messages in the INI file, the actual
message minus 1 is the CMD value:
64:0 |
Message 1 |
65:1 |
Message 2 |
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95:31 |
Message 32 |
example map of text-over.
Decoupled |
If set, any user interaction will not
control the sector but will still transmit a CMD through the sector's
TX channel. For example, if a Z MOTION sector is triggered by a
WALLPUSH, the sector would normally go up or down when one of the
outer walls is pushed and will then send a CMD. If DECOUPLED is set it will only send the CMD but leaving the sector
inactive. |
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1-shot |
If set, the sector can only be activated
once. |
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Locked |
If set, the sector can not receive any commands except
from the LOCK group |
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Interruptable |
Sector returns to previous state while it is still
transitioning between states. |
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DudeLockout |
If set, dudes/monsters/creatures can not interact
with the sector. |
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[X] |
If set, the CMD will be sent through the TX ID when
the OFF state is reached. |
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busyTime |
The time it takes to go from ON to OFF. Time units
are in 0.1 seconds. |
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wave |
The shape of the transition from ON to OFF,
Sine = slow start, slow ending Linear
= steady speed at all times
SlowOff = linear, then slows down
SlowOn = speeds up, then linear |
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[X] |
If set, the transition to ON state is auto-triggered
after the OFF state is reached and the waitTime is done. |
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waitTime |
Delay time for auto-trigger if checkbox is set. Time
units are in 0.1 seconds. |
A continuous loop can be created if both the OFF->ON and ON->OFF
waitTime checkboxes are set.
The loop can be broken by sending a STOP NEXT to the sector. Send a TOGGLE
to start the loop again.
Push |
If set, the sector will be triggered if the 'use key'
is pressed while standing inside the sector. |
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Vector |
*no effect* |
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Reserved |
*no effect* |
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Enter |
If set, the sector will be triggered when
the player enters the sector. |
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Exit |
If set, the sector will be triggered when
the player leaves the sector. |
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WallPush |
A trigger will occur when the player is
standing outside of the sector and is pushing one of the sector's
(outer) walls. |
Data |
Extra parameter for TYPE. For example the PATH SECTOR's
starting value that corresponds
with the first PATH MARKER sprite. Another use is the COUNTER SECTOR's
sprite number. |
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Key |
The key needed to unlock the sector. It is another
way besides the regular lock option.
1 = Skull key
2 = Eye key
3 = Fire key
4 = Dagger key
5 = Spider key
6 = Moon key
7 = Key 7 |
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Depth |
The amount of Caleb sinking into the floor. |
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Underwater |
If set, the sector acts as underwater, making
Caleb float. |
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Crush |
If set, Caleb will be crushed while in between
a ceiling and floor coming together. |
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FX... |
Press ENTER
to go to next dialog screen. |
Wave |
The behaviour,
None = no effect
Square = hard on and off
Saw = linear up and down
Ramp up = linear up
Ramp down = linear down
Sine = rounded up and down
Flicker1 = hard random pattern (like square)
Flicker2 = linear random pattern (like saw)
Flicker3 = "candle"
Flicker4 = "broken tubelight"
Strobe = ramp up, then a pause
Search = ramp down, ramp up, then a pause
See all 11 wave patterns in action here |
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In 3D mode, cycle through
the wave types with W while pointing at sector. |
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Amplitude |
The strength of the lighting. It is best
to make the room darker with a negative amplitude value, although
in some cases you might want to try the opposite.
In 3D mode, adjust amplitude with Ctrl++ /-
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Freq |
The speed at which the wave pattern is read. |
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Phase |
The starting position in the pattern, a
value of 127 would be half way etc.
In 3D mode, adjust phase with Shift++ /-
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floor |
If set, the floor will be affected |
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ceiling |
If set, the ceiling will be affected |
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walls |
If set, the walls will be affected |
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shadeAlways |
If set, the lighting will be permanent.
Do not set if it needs to be controlled through the RX ID.
You might want to set it temporarily though when still testing the
lighting in mapedit.
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Download 3 examples 3 to see more on lighting techniques and phasing lights. |
Col lights |
The room will be colored and returning to its original
color when becoming brighter,
that is; if the room is made darker and the Amplitude has a positive
value. |
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ceil pal2 |
The ceiling palette, best to use are:
1 = white (misty
fade)
2 = red
5 = grey
8 = orange
10 = blue |
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Other values are possible but
may not always work that well. |
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floor pal2 |
The floor palette (see value list above),
the walls will also be affected by this setting. |
Colored lights work best with SQUARE, FLICKER1, STROBE and SEARCH waves,
other patterns will barely show the first palette.
Besides the wave patterns, it is also possible to use the sector's BusyTimes
to control the lighting.
This is done by just setting the Amplitude to a negative value and ticking
the boxes; Floor, Ceiling and Walls.
The room itself should have a shading that equals that of the Amplitude
but positive.
If you want the room to start bright in the game then simply set the sector's
STATE to ON.
For auto-panning floor and ceiling tiles.
speed |
The speed at which the tile is moving. |
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angle |
The direction in which the tile is moving,
0 = east
512 = south
1024 = west
1536 = north |
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Note: The above values are only true if the sector's
north wall is made 'first wall', the floor is 'relative' and the tile
is not flipped in either X or Y. If not, the tile may pan in a different
direction while Caleb is still following the set angle if the drag
option is set. |
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pan floor |
If set, the floor will be affected. |
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pan ceiling |
If set, the ceiling will be affected. |
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panAlways |
If set, the panning is permanent. Do not set if it
needs to be controlled through the RX ID. |
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drag |
If set, Caleb will be dragged in the same direction
and with the same speed as the tile is moving. |
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Note: In Mapedit, global panning can be turned off and on by pressing F11 in 3D mode,
this is handy when multiple textures need to be perfectly aligned.
The panning of walls is done in the Wall
Dialog settings, more info |
Can be used as a normal wind and an underwater current to force the player
in a direction with a certain velocity.
Works only if the UNDERWATER box is ticked. In case of wind it does not
mean the player will be actually underwater, if the player steps into
the underwater sector from a non-water sector, so not vertically through
a upper water teleporter, it's not acting as underwater, in other words;
Caleb will not drown.
Wind vel |
The velocity of the wind or water current.
The maximum value is 1023 and makes the player move with 28 LGZ (largest
grid size) units per second which equals to a little over 9 seconds
from one side of the map grid to another. |
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Wind ang |
The direction in which the wind/current
goes.
0 = east
512 = south
1024 = west
1536 = north |
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Wind always |
If set, the wind will be permanent. Do not set if it
needs to be controlled through the RX ID. |
Note: Caleb will also float while not really being underwater when the
underwater box is ticked, unfortunately he can't move vertically so it
is best to make the sector of the same height as Caleb to prevent him
from hovering in mid-air.
See demonstration video of Wind here
For creating a bobbing effect for the floor and/or ceiling.
Z range |
The distance the floor and/or ceiling is moving between
half below and above the initial height. |
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Theta |
The phase. When creating 2 sectors with different phases,
asynchronous movement can be seen. |
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Speed |
The speed at which the sector moves |
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always |
When set, bobbing will be permanent. Do not set if
it needs to be controlled through the RX ID. |
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bob floor |
If set, the floor will be affected |
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bob ceiling |
If set, the ceiling will be affected |
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rotate |
*no effect* |
Will hurt or instantly kill Caleb when entering the sector (touching its floor).
1 = Crash
2 = Lava
3 = Vector
4 = Fire
5 = Gas
These hazards can be overcome with (1) Feather Fall, (2) Asbestos Suit and (5) Gas Mask,
the items are remnants of Blood Alpha, see how to reactivate them here
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