As the name states, these effects utilize Sector Effectors to raise or lower ceilings/floors. There are a few different ways of creating these effects, all of which will be explained here.
Raise floor after 3-second delay
The floor will rise after a 3-second delay when a trigger is activated. The floor will only rise once.
Begin by making the sector with the floor you want to raise. Tag it [0,28]
. Change the height of the floor to the height you want it to start at.
Place the following sprites in the sector: S[SectorChannel,21], A[0,Channel], Sp[0,Speed]
. SectorChannel is a channel that will link two or more S
sprites with a Lo-Tag of 21 (so they will activate at the same time). Change the angle of the S
so it faces down (floor rise mode). Raise the S
to the height that you want the floor to rise to when it is activated.
Place either a T[0,Channel]
, or a Switch[ActivationSound,Channel]
somewhere in the level (to trigger the floor rise).
Now your floor will rise when you activate it!
Ceiling fall after 3-second delay
The ceiling will fall after a 3-second delay when a trigger is activated. The ceiling will only fall once.
Begin by making the sector with the ceiling you want to lower. Tag it [0,28]
. Change the height of the ceiling to the height you want it to start at.
Place the following sprites in the sector: S[SectorChannel,21], A[0,Channel], Sp[0,Speed]
. SectorChannel is a channel that will link two or more S
sprites with a Lo-Tag of 21 (so they will activate at the same time). Change the angle of the S
so it faces up (ceiling fall mode). Raise the S
to the height that you want the ceiling to fall to when it is activated.
Place either a T[0,Channel]
, or a Switch[ActivationSound,Channel]
somewhere in the level (to trigger the ceiling fall).
Now your ceiling will fall when you activate it!
Raise or lower floor
The floor will raise or lower instantly when the trigger is activated. If the trigger is a touchplate, the floor can only be activated once. If the trigger is a switch, the floor can be activated infinitely. Use a MUSICSFX sprite for sound.
Begin by making the sector with the floor you want to raise or lower. Change the floor height to the height you want it to start at.
Place the following sprites in the sector: S[0,31], A[0,Channel], Sp[0,Speed]
(M[DoneSound,StartSound]). Raise or lower the S
to the height that you want the floor to move to when it is activated. If you want the floor to lower, you will have to use the Left Mouse Button
to highlight the S
and manually move it under the floor.
Place either a T[0,Channel]
, or a Switch[ActivationSound,Channel]
somewhere in the level (to trigger the floor movement).
Now your floor will rise or lower when you activate it!
Note: If you wanted to, you could change the angle of the S
so it faces down. That will reverse the height manipulation so that the height of the S
is where the floor will start, and the height of the floor itself is where the floor will raise or lower to when activated.
Raise or lower ceiling
The ceiling will raise or lower instantly when the trigger is activated. If the trigger is a touchplate, the ceiling can only be activated once. If the trigger is a switch, the ceiling can be activated infinitely. Use a MUSICSFX sprite for sound.
Begin by making the sector with the ceiling you want to raise or lower. Change the ceiling height to the height you want it to start at.
Place the following sprites in the sector: S[0,32], A[0,Channel], Sp[0,Speed]
(M[DoneSound,StartSound]). Raise or lower the S
to the height that you want the ceiling to move to when it is activated. If you want the ceiling to rise, you will have to use the Left Mouse Button
to highlight the S
and manually move it into the ceiling.
Place either a T[0,Channel]
, or a Switch[ActivationSound,Channel]
somewhere in the level (to trigger the ceiling movement).
Now your ceiling will rise or lower when you activate it!
Note: If you wanted to, you could change the angle of the S
so it faces down. That will reverse the height manipulation so that the height of the S
is where the ceiling will start, and the height of the ceiling itself is where the ceiling will raise or lower to when activated.