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.
The position of the floor/ceiling at both states can be checked with F3 and F4.

Set the RX channel so it can receive external commands.
The BusyTime determines the duration of the transition from one state to another.
The Wave determines the fashion in which it moves.
The WaitTime is typically used as a delay, when the tickbox is set the sector will auto trigger to the next state,
this is useful for auto-closing a door for example.

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.

Set the RX channel so it can receive external commands.
The BusyTime, Wave and WaitTime works the same as Z Motion.

A sprite needs to be marked blue if it has to move with the sector, and marked green if it needs to go in the opposite direction, this is done by pressing K (once/twice) in 2D mode while pointing at the sprite.
You might want to zoom in to see the color better when using sprites with tags.

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.
Move the sprite to another location, its angle is the direction Caleb is facing after teleportation.
The Z-position of the sprite doesn't matter; Caleb will always be standing with both feet on the floor.

612: Path Sector

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.
Set DATA to link the sector to the first Path Marker, this makes it possible to have multiple Path Sectors.
Make the floor RELATIVE, set DRAG in the FX section of the dialog screen if you want Caleb to 'ride' the sector.

In 2D mode; insert a sprite and change its TYPE to 15: Path Marker and set its angle to 0.
Set DATA1 to the value equal to that of the Path Sector's DATA value.
Set DATA2 to the next value (DATA1 + 1).
The BusyTime determines the speed at which the Path Sector will move.
The WaitTime determines the time the Path Sector will be idle at the location of the Path Marker.
The Wave determines the fashion in which the sector will move.
The sprite's angle determines the rotation of the sector.
The sprite's Z-position determines the Z Motion of the sector.

In 3D mode; make sure the sprite is INVISIBLE, NOT BLOCKING and NOT HITSCAN SENSITIVE.
Now you can copy the sprite in 2D mode as much as needed.
Increase the value of DATA1 and DATA2 with each next marker (DATA1 is FROM and DATA2 is TO value).
The last marker should point back to the very first by setting DATA2 equal to the Path Sector's DATA.

Send a LOCK to the Path Sector to stop it at the next marker. Send an UNLOCK and ON to make it move again.

Any sprite that needs to move with the sector should be marked blue, this is done by pressing K.

Although this sector needs a SECTOR SFX sprite, the actual sounds are generated by the PATH MARKERS.
DATA3 is for the sector's transit and DATA4 for the arrival sound (WaitTime value must be set).
The SECTOR SFX sprite doesn't need any settings, just make sure it's placed in the sector.

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).
The BusyTime determines the duration of the step.
The Wave determines the fashion in which it moves.

Move the sprite (pivot) to the center of the sector if you want the sector to rotate around its own axis,
or move it to any place you want making the sector orbit around it.
The angle of the sprite determines the step size; 256 = 45 deg, 512 = 90 deg etc.

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,
set DATA1 and DATA2 for the clockwise sounds and DATA3 and DATA4 for the counter-clockwise sounds.

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.
The BusyTime determines the duration of the transition between states.
The Wave determines the fashion in which it moves.

Position the blue arrow so that the head is pointing at the ON state.
Mark a wall that needs to move in the direction of the arrow blue by pressing K,
press it again to mark it green so it will go in the opposite direction.

You might want to experiment with the sector's FIRST WALL and the RELATIVE setting of the texture.
Any sprite that needs to move with the sector should be marked blue, this is done by pressing K.

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.
The BusyTime determines the duration of the transition between states.
The Wave determines the fashion in which it moves.

Position the marker sprite (pivot) and set its angle, mark the wall that needs to move blue by pressing K,
apply this also to sprites that need to move with the sector.

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.
The BusyTime determines the duration of the transition between states.
The Wave determines the fashion in which it moves.

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 BusyTime determines the duration of the transition between states.
The Wave determines the way it moves.

The angle of the sprite determines if the sector rotates Clockwise or Counter Clockwise,
if the sprite points to the NORTH it will rotate CW, if pointing to the SOUTH it will rotate CCW.

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
Under OFF->ON set the WaitTime for the wanted amount and tick the send at ON box.
Set the TX channel so it can output a command to control an external object.

 

 

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