Sector Dialog

Point and click at the pictures below to jump to a specific section.


 

1. TYPE

The sector effect.more info

2. RX ID

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
   
15 Generates trigger if a Team A player is killed
16 Generates trigger if a Team B player is killed
   
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.

3. TX ID

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
   
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.

4. STATE

The initial state of the sector, OFF or ON.

5. CMD (command)

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)
   
LINK TRANSMITTER is the master- and RECEIVER the slave-sector,
its RECEIVER(s) only needs TYPE and RX channel set
   
LOCK Locks the RECEIVER
UNLOCK Unlocks the RECEIVER
TOGGLE LOCK RECEIVER's lock flag inverted
   
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
   
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
   
95:31 Message 32

example map of text-over.

6. TRIGGER FLAGS

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.
   
1-shot If set, the sector can only be activated once.
   
Locked If set, the sector can not receive any commands except from the LOCK group
   
Interruptable Sector returns to previous state while it is still transitioning between states.
   
DudeLockout If set, dudes/monsters/creatures can not interact with the sector.

7. OFF->ON

 
[X] If set, the CMD will be sent through the TX ID when the ON state is reached.
   
busyTime The time it takes to go from OFF to ON. Time units are in 0.1 seconds.
   
wave The shape of the transition from OFF to ON,

Sine = slow start, slow ending
Linear = steady speed at all times
SlowOff = speeds up, then linear
SlowOn = linear, then slows down
   
[X] If set, the transition to OFF state is auto-triggered after the ON state is reached and the waitTime is done.
   
waitTime Delay time for auto-trigger if checkbox is set. Time units are in 0.1 seconds.

8. ON->OFF

   
[X] If set, the CMD will be sent through the TX ID when the OFF state is reached.
   
busyTime The time it takes to go from ON to OFF. Time units are in 0.1 seconds.
   
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
   
[X] If set, the transition to ON state is auto-triggered after the OFF state is reached and the waitTime is done.
   
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.

9. TRIGGER ON

Push If set, the sector will be triggered if the 'use key' is pressed while standing inside the sector.
   
Vector *no effect*
   
Reserved *no effect*
   
Enter If set, the sector will be triggered when the player enters the sector.
   
Exit If set, the sector will be triggered when the player leaves the sector.
   
WallPush A trigger will occur when the player is standing outside of the sector and is pushing one of the sector's (outer) walls.

10. MISC

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.
   
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

   
Depth The amount of Caleb sinking into the floor.
   
Underwater If set, the sector acts as underwater, making Caleb float.
   
Crush If set, Caleb will be crushed while in between a ceiling and floor coming together.
   
FX... Press ENTER to go to next dialog screen.

11. LIGHTING

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

   
In 3D mode, cycle through the wave types with W while pointing at sector.
   
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++ /-

   
Freq The speed at which the wave pattern is read.
   
Phase

The starting position in the pattern, a value of 127 would be half way etc.
In 3D mode, adjust phase with Shift++ /-

   
floor If set, the floor will be affected
   
ceiling If set, the ceiling will be affected
   
walls If set, the walls will be affected
   
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.

 
Download 3 examples 3 to see more on lighting techniques and phasing lights.

12. MORE LIGHTING

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.
   
ceil pal2 The ceiling palette, best to use are:

1 = white (misty fade)
2 = red
5 = grey
8 = orange
10 = blue

   
Other values are possible but may not always work that well.
   
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.

13. MOTION FX

For auto-panning floor and ceiling tiles.

speed The speed at which the tile is moving.
   
angle The direction in which the tile is moving,

0 = east
512 = south
1024 = west
1536 = north

   
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.
   
pan floor If set, the floor will be affected.
   
pan ceiling If set, the ceiling will be affected.
   
panAlways If set, the panning is permanent. Do not set if it needs to be controlled through the RX ID.
   
drag If set, Caleb will be dragged in the same direction and with the same speed as the tile is moving.
   

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

14. WIND

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.
   
Wind ang The direction in which the wind/current goes.

0 = east
512 = south
1024 = west
1536 = north

   
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

15. CONTINUOUS MOTION

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.
   
Theta The phase. When creating 2 sectors with different phases, asynchronous movement can be seen.
   
Speed The speed at which the sector moves
   
always When set, bobbing will be permanent. Do not set if it needs to be controlled through the RX ID.
   
bob floor If set, the floor will be affected
   
bob ceiling If set, the ceiling will be affected
   
rotate *no effect*

16. DAMAGE

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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