This type of sector 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.
Create the sector which will rotate and rise, and tag it [0,30]
. The height of the floor indicates its initial height. Press R
on the floor or ceiling if they are supposed to rotate with the sector.
Place the following sprites within the sector: S[Channel,0], A[0,Channel]
(M[DoneSound,MovingSound], Speed[0,RotateSpeed]). Place an S[Channel,1]
somewhere in the map (usually in the middle of the Rotate-Rise sector). The S[Channel,1]
will be the pivot point for the rotation. The height of the S[Channel,0]
indicates the Rotate-Rise sector's final height. The angle of the S[Channel,0]
determines the type of rotation. If it is angled down, the sector will be rotated around the pivot point (definately recommended). If it is angled up, the sector will be rotated around the S[Channel,0]
instead (the S[Channel,1]
will be ignored, but it is still required for the effect to work). The palette value of the S[Channel,0]
determines the direction that the sector will rotate. 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, 0 being infinite), or a switch tagged [ActivationSound,Channel]
somewhere in the map.
Note: If you are placing two switches to activate the Rotate-Rise sector, some switches (such as the TECHSWITCH
) will require their own separate Activators and Channels.