This is basically a direct copy of _SE.txt
which comes with your Duke Nukem CD. I just fixed a few errors, and added some info on a couple of reserved effects.
*The escalator effect is very glitchy and was not used in the game. I will not provide information on this effect, but I've given you the SE Lo-Tag required if you want to play around with it. Some people have gotten it to work, but I've never been able to.
**I found the drill myself by playing around with reserved Lo-Tags. It seems to work just fine and looks really cool in maps. I don't know why they took it out of the game (incomplete?). It was later seen in 3D Realms' game called "Shadow Warrior". I have provided a map (DRILL.MAP) and I will further explain this effect in the Advanced FX section of this tutorial. I'm pretty sure nobody else has found this effect, if so then credits go to Ryan Lennox :)
Defenitions SE 0 : Rotate Sector :Used to rotate a sector around a pivot point. Hitag : Set equal to Hitag of SE 1 as pivot point for sector. Sector Lotag : none Angle : up = Rotate all points around SE 1. down = Rotate sector around SE 1. Shade : none Palette : none Comment : :If Relative alignment is set on the floor,( the R key ), then all sprites and actors on the floor will rotate with the sector SE 1 : Pivot for Rotate SE 0 :Used as a pivot point for Sector Effector 0 to rotate a sector around. Hitag : Set equal to Hitag of all SE 0 to rotate. Sector Lotag : none Angle : down = Rotate clockwise up = Rotate counter-clockwise Shade : none Palette : none Comment : SE 2 : Earthquake :Used to set off an earthquake. During the earthquake the screen will shake for about 4 seconds. The sector will move in the direction that the SE sprite is pointing. If there is a slope, then it will rise during the earthquake. Hitag : none Sector Lotag : none Angle : Direction to move sector during earthquake. Shade : none Palette : none Comment : :Must activate with Masterswitch. :If there is a slope, then it will be made flat at pre-map and raised during the earthquake to a maximum height of 4 clicks. SE 3 : Random lights after shot out :Used to create lighting effect when lights are shot out. It will also set the color of light when the light is on. Make the sector shade dark when the light is out and make the SE sprite shade bright when the light is on. Hitag : Set equal to Wall Lotag with graphic of Light or Set equal to Ceiling Hitag with graphic of Light. Sector Lotag : none Angle : none Shade : Set to brightness when light is on, set sector brightness to when light is off. Palette : Set to Palette Lookup number when light is on. Comment : :Can be used with SE 12 to be turned on and off with a light switch until the lights are shot out. :The lights color is taken from the SE sprites Palette when the light is on, and the sectors palette when the light is off. Default is no color. e.g. palette = 0. :Both the SE sprite and the sector can have different palettes. SE 4 : Random lights :Used to make sector randomly flash in brightness. It will also set the color of light when the light is on. Make the sector shade dark when the light is off and make the SE sprite shade bright when the light is on. Hitag : Set for Random Flash number. Sector Lotag : none Angle : none Shade : Set to brightness when light is on, set sector brightness to when light is off. Palette : Set to when light is on. Comment : :Can NOT be used with SE 12 to be turned on and off with a light switch. :The lights color is taken from the SE sprites Palette when the light is on, and the sectors palette when the light is off. Default is no color. e.g. palette = 0. :Both the SE sprite and the sector can have different palettes. SE 5 : Reserved SE 6 : Subway Engine :Used as the Engine for a Subway. Use with SE 14 for multiple subway cars. Must be used with Locator Sprite to set track. Hitag : Set equal to Locator Lotag for starting position. Sector Lotag : none Sector Hitag : All sectors within Car sector must be equal. Angle : Set for direction of Subway. Shade : none Palette : none Comment : :Set relative align on sector floor, (R key), to make sprites move. :If a Locator has a Hitag of 1, then the Subway will stop at that locator for 5 seconds then continue. SE 7 : Transport / Water :Used as Teleporter and Water Effect. Hitag : Set equal to one other SE 7 to Transport to. Sector Lotag : 0 = Teleporter. 1 = On top of water. 2 = Underwater Angle : none Shade : none Palette: 0 = Normal/Default > 0 = Teleporter won't play sfx or flash when used. Sector Palette : 0 = Water 8 = Green Slime Comment : :If the Sector Effector Sprite is off the ground, then you will only teleport when dukes waist is at the same height as the sprite and in the same sector. :When using with Sector Lotag 1 and 2 as water, the two sectors must be exactly the same size or you will teleport to death. SE 8 : Up Open Door Lights :Used to light up a room when a door is opened. Hitag : Set equal to all other SE 8 used together. Sector Lotag : Use with any that raises the ceiling. ex: Sector Lotag 20 Angle : none Shade : Set to brightness when light is on, set sector brightness to when light is off. Palette : none Comment : :At least one SE 8 with equal Hitag must be in a sector in which the ceiling rises. SE 9 : Down Open Door Lights :Used to light up a room when a light comes down from the ceiling. Hitag : Set equal to all other SE 9 used together. Sector Lotag : Use with ceiling door (ST 20) but have door initially open. Angle : none Shade : Set to brightness when light is on, set sector brightness to when light is off. Palette : none Comment : :At least one SE 9 with equal Hitag must be in a sector in witch the floor rises. SE 10 : Door Auto Close :Used to Automatically close a door after a set delay. Hitag : Delay until door closes 32 = 1 second Sector Lotag : Use with all door Sector Lotags Angle : none Shade : none Palette : none Comment : SE 11 : Rotate Sector Door :Used as a door that rotates 90 degrees when activated. Hitag : none Sector Lotag : 23 Angle : down = clockwise up = counter-clockwise Shade : none Palette : none Comment : :Will also activate other SE 11 with equal Hitag values. SE 12 : Light Switch :Used light up a sector when activated with a switch. Hitag : Set equal to all other SE 12 used together Sector Lotag : none Angle : none Shade : Set to brightness when light is on, set sector brightness to when light is off. Palette : Set to when lights are on. Comment : :The lights color is taken from the SE sprites Palette when the light is on, and the sectors palette when the light is off. Default is no color. e.g. palette = 0. :Both the SE sprite and the sector can have different palettes. SE 13 : C-9 Explosive :Used to blow apart the ceiling and floor of a sector to create holes in walls Hitag : Set equal to SEENINE, OOZCAN, or CRACK sprites to activate Sector Lotag : none Angle : up = both ceiling and floor come together at Pre-map. down = Only the ceiling or the floor matches height with the SE sprite depending on which one is closest. Shade : none Palette : none Comment : :Can be activated by a Masterswitch with equal Hitags. :If the ceiling has a Sky texture without Parallax set, then the tile will be replaced at Pre-map with the closest non-Sky texture. When it explodes, the sky will change to Parallax. SE 14 : Subway Car :Used as the Car for a Subway. Use with SE 6 for Subway engine. Must be used with Locator Sprite to set track. Hitag : Set equal to Locator Lotag for starting position. Sector Lotag : none Sector Hitag : All sectors within Car sector must be equal. Angle : Set for direction of Subway. Shade : none Palette : none Comment : :Set relative align on sector floor, (R key), to make sprites move. :If a Locator has a Hitag of 1, then the Subway will stop at that locator for 5 seconds then continue. SE 15 : Slide Door :Used as a door that slides when opened. Hitag : Set equal to other doors to be opened at same time. Sector Lotag : 25 Angle : Set to direction that door closes. Shade : none Palette : none Comment : :Speed Sprite sets distance to door to open. :Use MusicSFX sprite for sound. SE 16 : Reserved SE 17 : Elevator Transport :Used as an Elevator that transports from one elevator shaft to another to simulate going straight up from one floor to another. Hitag : Equal to one other SE 17. Sector Lotag : 15 Sector Hitag : 0 = Bottom Floor 1 = Top Floor Angle : none Shade : Darkest shade of the two SE 17 with equal Hitag is the starting floor for the elevator. Palette : none Comment : :Top and Bottom floors must be physically built at proper height difference to work properly. :Both Elevators must be Exactly the same size. SE 18 : Incremental Sector Raise/Fall : Used as sector floor or ceiling raise/fall that can be activated incrementally. Hitag : Set equal to units moved per activation. Unit = one page-up/page-down in build. Angle : Up = Floor will move incrementally (by Hitag #). Down = Ceiling will move incrementally. Palette : 0 = Start at build set height. >0 = height set to SE Sprite in premap. Comment: :Sector will move in opposite direction as it is at premap. i.e. if sector is set to SE Sprite floor/ceiling will move to set height. SE 19 : Shot Touchplate Ceiling Down :Used to close ceiling when a shot or explosion hits within the sector. Hitag : Equal to others to activate at same time. Sector Lotag : none Angle : none Shade : none Comment : :Does not check to when a shot or object passes through the sector. :Use MusicSFX sprite for sound. SE 20 : Bridge :Used to stretch a sector when activated. Hitag : none Sector Lotag : 27 Angle : Set to direction to stretch sector. Shade : none Comment : :Set relative alignment, (R key), on sector to move floor. :Use Speed sprite for distance. SE 21 : Drop Floor :Used to make a floor rise or a ceiling drop to the height of the SE sprite when activated by a Masterswitch or Activator. Hitag : Set equal to others that activate at same time. Sector Lotag : 28 Angle : up = Drop Ceiling down = Raise Floor Shade : none Comment: :Floor or Ceiling matches height of set position then moves to height of SE after being activated. SE 22 : Prong :Used as Door inside Teeth Prongs. Hitag : Set equal to Hitag of Sector Lotaged 29. Sector Lotag : 0, Outside Sector Lotag of 29 Angle : none Shade : none Comment: :This Effector was not tested in the, game so use at your own risk. It may cause problems in multi-play. SE 23 : One Way Teleporter Exit : Used as an exit indicator for a one way teleporter. Hitag: Set equal to teleporter entrance sprite Hitag (SE 7). Angle: Actor facing on exit. Palette: 0 = Normal/default >0 = No Teleporter sound or flash on use. SE 24 : Conveyor belt :Used to move sprites along the floor like a conveyor belt. Hitag : Set equal to a switch to turn on and off. Sector Lotag : none Angle : Set to direction to move sprites. Shade : none Comment: :Set relative alignment (R key) on sector floor to move sprites. :Set Speed sprite equal to rate of movement. SE 25 : Engine Piston :Used as a Piston that only goes up and down. Hitag : none Sector Lotag : none Angle : none Shade : none Comment: :Put SE sprite height to starting position of Piston. :Speed sprite equals rate of movement. SE 26 : Escalator No information given SE 27 : Camera for Playback :Used as a camera position to view playback of game demos. Hitag : Set to maximum distance for the camera to view the action of other players. e.g. 2048 equals largest grid in build. Sector Lotag : none Angle : none Shade : none Comment: :Camera does not always work well with extreme heights. SE 28 : Lightning Engine : Used to create lightning effect in an area of 10000. On random activation will flash linked Lightning Bolt sprites and start sfx. Hitag: Set equal to Lightning Bolt Sprite #4890 Hitag. Angle: none Shade: none. SE 29 : Floating Sector :Used to make sector float like water or waves. Hitag : Set to starting height of sector. 0-2047 Sector Lotag : none Angle : none Shade : none Comment: :Use Speed sprite to set height of wave. :To use as a wave, the sector must only be made of 4 lines. Set one wall as first wall (alt-f) next to another sector with a SE 29 sprite in it to create a wave. SE 30 : 2 Way Train :Used as a Train car that only goes back and forth from point A to point B. Hitag : Set equal to a switch to activate. Sector Lotag : 31 Angle : Set to direction of front of Car. Shade : none Comment: :Use with 2 Locator sprites to define track. :Activator with equal hitag+1 activates when car stops at point A. Activator with equal hitag+2 activates when car stops at point B. SE 31 : Floor Rise :Used to rise or lower sector floor when activated by an Activator or Masterswitch. Hitag : none Sector Lotag : none Angle : Up = Move sector to SE sprite height when activated. Down = Start sector height equal to SE sprite height at Pre-map. On activation, falls to pre set height. Shade : none Comment: :Use Speed to set rate of rise. :Use MusicSFX sprite for sound. SE 32 : Ceiling Fall :Used to rise or lower sector Ceiling when activated by an Activator or Masterswitch. Hitag : none Sector Lotag : none Angle : Up = Rise sector to SE sprite height when activated. Down = Start sector height equal to SE sprite height at Pre-map. On activation, raises to pre set height. Shade : none Comment: :Use Speed to set rate of rise. :Use MusicSFX sprite for sound. SE 33 : Spawn Earthquake Jibs :Used to spawn pieces of metal and rock from SE sprite during an Earthquake. Hitag : none Sector Lotag : none Angle : none Shade : none Comment: :Jibs will be spawned whenever an earthquake occurs anywhere on the map. SE 34 : Reserved SE 35 : Drill W/Jibs :Makes a sector lower into the ground and then shoot back up causing explosions and jibs to spawn. Hitag : none Sector Hitag : none Sector Lotag : none Angle : none Shade : none Palette : none Comment: :The ceiling will drop down to the SE's height, and the floor will lower 10 units from the SE's height. Then the ceiling will lower until it is 1-2 units from the floor, where it will shoot back up to it's initial position and spawn explosions and jibs. This will loop. :If the ceiling is sloped and the floor is not, the slope will dig right through the floor and spawn more debris. But it doesn't seem to work the other way around. :The deeper the hole, the longer it takes for the drill to resurface. :The GPSPEED lotag controls the speed of the drill. The bigger the number, the faster it moves. A lotag of 0 means the drill will not move at all. :A negative GPSPEED lotag will cause the drill to rise infinitely. The lower the number, the faster it rises (i.e. -1 is extremely slow, -1000 is really fast). SE 36 : Spawn Shot :Used to Spawn a shot every 5 seconds when activated by a Masterswitch. Hitag : none Sector Lotag : none Angle : Set to direction to shoot. Shade : none Comment: :Once activated, it will never stop shooting. :Use Speed sprite to set object to shoot. e.g. 2556 : Shrink Ray 2605 : RPG 1650 : Mortar 1625 : Trooper Laser 1636 : Lizman Spit