B : Rotate-Rise Sectors

These sectors will rotate 90 degrees in the direction that you specify and at the same time the floor will rise to the height that you specify.

Begin by making the sector which will rotate and rise. Tag it [0,30]. Press R on the floor or ceiling if they are supposed to rotate with the sector. Make the height of the floor equal to the height that you want it to start at in the game.

Place the following sprites inside the sector: S[Channel,0], A[0,Channel] (M[DoneSound,MovingSound], Sp[0,RotateSpeed]). Place an S[Channel,1] somewhere in your level (usually in the middle of the Rotate-Rise Sector). The S[Channel,1] will be the pivot point for the Rotate-Rise Sector. Change the height of the S[Channel,0] to the height that you want the sector to rise to when activated.

The angle of the S[Channel,0] determines how the rotation will occur. If it is angled up, then the entire map will rotate around the pivot point. If it is angled down, then only that sector will rotate around the pivot point. The palette value of the S[Channel,0] determines the direction the sector will rotate when it is first activated. A palette value of 0 is counter-clockwise, and a palette value of anything greater than 0 is clockwise.

Place either a T[NumberOfActivations,Channel] (NumberOfActivations is how many times it will activate the Rotate-Rise Sector, 0 being infinite), or a Switch[ActivationSound,Channel] somewhere in your level.

Note: If you are placing two switches to activate the Rotate-Rise Sector, some switches (like the TECHSWITCH) will require their own seperate Activators and Channels to be used in the Rotate-Rise Sector. Other switches (like the DIPSWITCHes) can share the same Activator and Channel.

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