This moves the ceiling or floor incrementally until it reaches a certain height. Note: Adding a GPspeed sprite is optional. Although it works, it screws around with how many units the floor or ceiling moves up or down when activated.
Incremental Floor Up
The floor starts at a pre-set height and moves up to the Sector Effector's height.
Make the sector with the floor you want to incrementally raise. Set the height of the floor to the height you want it to start at in the game.
Place the following sprites in the sector: S[UnitsPerActivation,18], A[0,Channel]
(Sp[0,Speed]). UnitsPerActivation is the number of units the floor will move up each time it is activated (1 unit is equal to 1 PGUP
or PGDN
keypress in BUILD). Angle the S
so it faces up (floor move mode). Make sure the S
sprite's palette value is set to 0. Set the height of the S
to the height that you want the floor to raise to incrementally.
Place a trigger (Switch or Touchplate) somewhere in your level. If you placed a Touchplate, tag it [NumberOfActivations,Channel]
. NumberOfActivations is the number of times the Touchplate will work when triggered. If you placed a Switch, tag it [ActivationSound,Channel]
.
Now it will work in the game! Each time you activate it, it will move the specified amount of units until it reaches it's destination height, at which point it can no longer be activated.
Incremental Floor Down
The floor starts at the Sector Effector's height and moves down to the pre-set height.
Make the sector with the floor you want to incrementally lower. Set the height of the floor to the height you want it to incrementally lower to in the game.
Place the following sprites in the sector: S[UnitsPerActivation,18], A[0,Channel]
(Sp[0,Speed]). UnitsPerActivation is the number of units the floor will move down each time it is activated (1 unit is equal to 1 PGUP
or PGDN
keypress in BUILD). Angle the S
so it faces up (floor move mode). Make sure the S
sprite's palette value is set to anything other than 0 (3 works good). Set the height of the S
to the height that you want the floor to start at in the game.
Place a trigger (Switch or Touchplate) somewhere in your level. If you placed a Touchplate, tag it [NumberOfActivations,Channel]
. NumberOfActivations is the number of times the Touchplate will work when triggered. If you placed a Switch, tag it [ActivationSound,Channel]
.
Now it will work in the game! Each time you activate it, it will move the specified amount of units until it reaches it's destination height, at which point it can no longer be activated.
Incremental Ceiling Up
The ceiling starts at the Sector Effector's height and moves up to the pre-set height.
Make the sector with the ceiling you want to incrementally raise. Set the height of the ceiling to the height you want it to incrementally raise to in the game.
Place the following sprites in the sector: S[UnitsPerActivation,18], A[0,Channel]
(Sp[0,Speed]). UnitsPerActivation is the number of units the ceiling will move up each time it is activated (1 unit is equal to 1 PGUP
or PGDN
keypress in BUILD). Angle the S
so it faces down (ceiling move mode). Make sure the S
sprite's palette value is set to anything other than 0 (3 works good). Set the height of the S
to the height that you want the ceiling to start at in the game.
Place a trigger (Switch or Touchplate) somewhere in your level. If you placed a Touchplate, tag it [NumberOfActivations,Channel]
. NumberOfActivations is the number of times the Touchplate will work when triggered. If you placed a Switch, tag it [ActivationSound,Channel]
.
Now it will work in the game! Each time you activate it, it will move the specified amount of units until it reaches it's destination height, at which point it can no longer be activated.
Incremental Ceiling Down
The ceiling starts at a pre-set height and moves down to the Sector Effector's height.
Make the sector with the ceiling you want to incrementally lower. Set the height of the ceiling to the height you want it to start at in the game.
Place the following sprites in the sector: S[UnitsPerActivation,18], A[0,Channel]
(Sp[0,Speed]). UnitsPerActivation is the number of units the ceiling will move down each time it is activated (1 unit is equal to 1 PGUP
or PGDN
keypress in BUILD). Angle the S
so it faces down (ceiling move mode). Make sure the S
sprite's palette value is set to 0. Set the height of the S
to the height that you want the ceiling to lower to incrementally.
Place a trigger (Switch or Touchplate) somewhere in your level. If you placed a Touchplate, tag it [NumberOfActivations,Channel]
. NumberOfActivations is the number of times the Touchplate will work when triggered. If you placed a Switch, tag it [ActivationSound,Channel]
.
Now it will work in the game! Each time you activate it, it will move the specified amount of units until it reaches it's destination height, at which point it can no longer be activated.