Remote Sector Object



This tutorial is designed to show how create a remote sector object. It is best that you have section 4 of the ADVANCED.TXT handy while going over this turtorial. To view this map in Shadow Warrior download remote.zip




Fig 1. 2D mode of Main Sector Object tagged.

1. By now you should have a good understanding for creating sector objects. The rules remain the same. For this tutorial I created the little train that is found in the first map ($BULLET.MAP). If you need the same effect for getting a key then look at the first map. The area for the cars to drive on is one sector. Sprites were used as an upper wall for the car to drive under so the player could get the key. As always, we need to create the main area where the sector object will be place in. Give this four wall outer loop a LoTag of 504 (on one of the walls only) as shown in Fig 1.


Fig 2. 2D mode view of sector object and basic tags and sprites.

2. Once you have created the inner sectors for appearance (as shown in fig. 2) we need to tag the center sector with a HiTag of 98 (Operational) and a LoTag of 506 (TAG_OBJECT_CENTER). I'm using 505 so you will see a 1 when we do the SECT_SO_BOUNDING sprites. Note: make sure that you give the top (floor textures) of the sector object itself has the Relative Floor to the on position (R key in 3D mode). As shown, insert two ST1 sprites for the BOUND_SO_UPPER (LoTag 505) and BOUND_SO_LOWER (LoTag 506). This will give a value of 1 right after their names in the sprite blue rectangle. Remember your value if it is different due to different LoTag values. For appearance sake I inserted an antenna sprite.


Fig 3. Inserting the ST1 sprites.

3. We need to insert five key ST1 sprites into our the remote object sector (as shown in Fig. 3). Give the first ST1 spirte a HiTag of 62 (SO_SHOOT_POINT) and point the angle towards the front of the sector object. Also, give the SO_SHOOT_POINT a TAG3 value of 255 which make the player's weapon go away. Give the second ST1 sprite a HiTag of 1 (SECT_OPERATIONAL) and point the angle towards the front. The third ST1 sprite is given a HiTag of 16 (SO_ANGLE), and point the angle towards the front. The forth ST1 sprite HiTag 134 (SOUND_SPOT) is for the sound that our remote sector object will make when it is moved. Set TAG4 to 0 and give it a LoTag your next matched tag. I our case we have not used 2 yet so that what I used. Give TAG5 a value of 402 for the movement sound. Also, give BOOL2 a value of 1 so the sound_spot will follow with our sector object. The final ST1 sprite get a Hitag of 147 (SO_DRIVABLE_ATTRIB) again with the angle pointing towards the front. Give TAG6 a value of 3600 for the movement speed, BOOL1 and BOOL4 a value of 1.


Fig 4. 3D mode view.

4. Ok, we now have the sector object all setup and ready for the remote part of it.


Fig 5. 2D mode view.

5. As shown in Figs. 5 and 6, make a narrow sector for the control panel. This control panel is only for looks. Again, for appearance sake I inserted an antenna sprite on top on this control panel. Create a sector in front of the control panel for the player to stand on. Insert a ST1 sprite into this sector and give it a Hitag of 140 (TRIGGER_SECTOR).


Fig 6. 3D mode view of control panel.

6. There you have it, a simple remote sector. Experiment with it to get the effect that you require.




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