Sector Types 600: Z Motion Makes the floor and/or ceiling move up/down. Typically used for doors, lifts, crushers or destructable walls. Floor and/or Ceiling need to be positioned with PAGE UP / PAGE
DOWN and stored with ALT
+ F3 for the OFF state and ALT + F4
for the ON state. Set the RX channel so it can
receive external commands. Any sprite that needs to move with the sector should be marked blue, this is done by pressing K in 2D mode. Insert a sprite inside the sector and change its type to SECTOR SFX, set DATA1 and DATA2 for the OFF to ON and DATA3 and DATA4 for the ON to OFF state transition. 602: Z Motion SPRITE Makes sprites inside the sector move up/down (the sector itself will not). Typically used for a portcullis. Floor/Ceiling heights need to be set and stored
with ALT + F3
for the OFF state and ALT + F4 for the ON state. Important: make sure to bring the floor/ceiling to the initial position before you save the map! Insert a sprite inside the sector and change its type to SECTOR SFX, set DATA1 and DATA2 for the OFF to ON and DATA3 and DATA4 for the ON to OFF state transition sounds. 603: Warp No function. 604: Teleporter Instantly moves the player to another location on the map. The teleportation must be triggered by the player or by an external command. Set either Enter at Trigger On or let the sector
receive an ON via the RX channel. Makes the sector follow a route using path markers. Typically used for a vehicle. Of all effect types, this one requires the most work but is also the most versatile as it can do many effects at the same time; Z Motion, Slide and Rotate. Set the RX channel so it can
receive external commands. In 2D mode; insert a sprite and change its TYPE to
15: Path Marker and set its angle to 0. Although this sector needs a SECTOR SFX sprite,
the actual sounds are generated by the PATH MARKERS. 613: Step Rotate Makes the sector rotate clockwise and counter clockwise with a pre-set increment. Set the RX channel so it can
receive an ON (clockwise) or OFF (counter clockwise). Move the sprite (pivot) to the center of the
sector if you want the sector to rotate around its own axis, Any sprite that needs to move with the sector should be marked blue, this is done by pressing K. Insert a sprite inside the sector and change its
type to SECTOR SFX, 614: Slide Marked Makes marked walls move. This sector type can also perform a Z Motion. Set the RX channel so it can
receive an external command. Position the blue arrow so that the head is
pointing at the ON state. You might want to experiment with the sector's
FIRST WALL and the RELATIVE setting of the texture. 615: Rotate Marked Makes marked walls rotate around a pivot. This sector type can also perform a Z Motion. Set the RX channel so it can
receive an external command. 616: Slide Makes the sector move between two points. This sector type can also perform a Z Motion. Set the RX channel so it can
receive an external command. Any sprite that needs to move with the sector should be marked blue, this is done by pressing K. 617: Rotate Makes the sector rotate around a pivot point. This sector type can also perform a Z Motion. Set the RX channel so it can
receive an external command. The angle of the sprite determines if the sector
rotates Clockwise or Counter Clockwise, Any sprite that needs to move with the sector should be marked blue, this is done by pressing K. 618: Damage Sector Will instantly kill Caleb when entering the sector. 619: Counter Sector Counts sprites (of one type) inside the sector and fires a trigger when the max amount has been reached. The Data value equals the sprite
type that the sector will be counting. See sprite type list here |
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