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Sector/Effector Tags

Sector/Effector Tags

This is based on _SE.TXT and _ST.TXT which come with the Duke Nukem 3D CD. I've fixed loads of errors, removed inapplicable values, and added much, much more information. This should only be used as a reference. Use the Advanced FX page if you're learning these for the first time.


SECTOR EFFECTORS

SE 0 : ROTATE SECTOR

Used to rotate a sector around a pivot point.
Hi-Tag : Set equal to Hi-Tag of SE 1 as pivot point for sector.
Angle : [Down] = rotate sector around SE 1 (recommended). [Up] = rotate sector and SE 0 around SE 1.
Comments :
-If relative alignment is set on the floor (R key), then all sprites and actors on the floor will rotate with the sector.
-Use GPSpeed sprite to set rotation speed.

SE 1 : PIVOT POINT FOR SE 0

Used as a pivot point for SE 0.
Hi-Tag : Set equal to Hi-Tag of all SE 0 using this pivot point.
Angle : [Down] = rotate clockwise. [Up] = rotate anti-clockwise

SE 2 : EARTHQUAKE

Used to set off an earthquake. During the earthquake, the screen will shake for about 4 seconds, and slopes will raise/lower.
Comments :
-Must activate with Masterswitch.
-If there is a slope, then it will flatten at pre-map and raise/lower during the earthquake to a maximum of 4 units (equivalent to 3 [ or ] keypresses).

SE 3 : RANDOM LIGHTS AFTER SHOT OUT

Used to create random flashing lights when lights are shot out.
Hi-Tag : Set equal to Wall Lo-Tag with breakable light texture or Sector Hi-Tag with breakable light texture on the ceiling.
Shade : Set SE shade to when light is on. Set sector shade to when light is off.
Palette : Flickering light palettes are mixed up. Set SE palette to when light is off. Set sector palette to when light is on.
Comments :
-Wall lights only work on a solid two-sided wall (no masking).
-Lights do not always flash after being destroyed.
-Can be used with SE 12 (light switch) until the lights are shot out.

SE 4 : RANDOM LIGHTS

Used to make a sector randomly flash in brightness.
Hi-Tag : Random Flash number.
Shade : Set SE shade to when light is on. Set sector shade to when light is off.
Palette : Flickering light palettes are mixed up. Set SE palette to when light is off. Set sector palette to when light is on.
Comments :
-Make Random Flash number unique for separate lights.

SE 5 : *HOMING TURRET* (RESERVED)

It's some kind of sporadic turret which fires a stream of harmless laser shots. It needs locators or there's no telling what it will do. Place locators as you might for a subway train. They must be numbered sequentially (starting with 0), but they can be placed anywhere provided that they're all in the same sector. In the game, the turret is attracted to the player and it will jump to the locator nearest the player's position. Basically, it follows you around until it has no more locators near you. It's a good idea to keep the locators away from walls, because this thing finds its own wacky pathway to the nearest locator. During its movement, the ceiling flashes black randomly (must be a glitch). I also noticed that the laser shot stream's arc is relative to the distance of the player. The closer the player, the higher the arc. If the player moves far enough away, the lasers stop entirely.

SE 6 : SUBWAY ENGINE

Moves along a track. Can be used with SE 14 for multiple subway cars. Locator sprites define the track order.
Hi-Tag : Set equal to first Locator Lo-Tag to visit.
Sector Hi-Tag : Engine number. All sectors within car sector must have same Hi-Tag.
Angle : Set to face the front of the car.
Comments :
-Sound effects are automatic.
-Set relative alignment on sector floor/ceiling (R key) to make them move with the car.
-Use GPSpeed sprite to set rate of motion. This seems to affect the Locator pause time. It also disables the sound effects if the value is any less than 65.
-If a Locator has a Hi-Tag of 1, the engine and trailing cars will pause at that Locator for 5 seconds.
-A subway vehicle with a parallaxed floor will shoot rockets at the player. Assign the parallaxed floor a palette value other than 0 to nullify this effect. If there are parallaxed trailing cars as well, only one car of the entire subway unit will fire rockets. Anytime a vehicle pauses at a Locator, the firing of rockets ceases until the pause is over.
-The subway vehicle can be a maximum of 26 units in order to kill the player. Any taller, and it will simply pass through the player.
-Subway engine and cars must start in the track sector, and the track cannot be split into multiple sectors.
-Sprites will only move with the vehicle if they are within the sector containing the SE.
-Vehicles cannot move up or down slopes.
-You cannot place RPVs and Subway vehicles in the same map.

SE 7 : TELEPORTER/WATER

Used as teleporter or submergible water effect.
Hi-Tag : Set equal to one other SE 7 (or SE 23) as transport destination.
Sector Lo-Tag : [0] = teleporter. [1] = above water. [2] = below water.
Angle : Determines which direction the player will be facing upon exiting the teleporter. Has no effect on water and silent teleporters.
Palette : [0] = normal. [>0] = teleporter won't play SFX or flash when used.
Water Palette : [0] = water. [8] = slime.
Comments :
-If the SE is off of the ground, then the teleporter becomes silent and you will only teleport when Duke's waist is at the same height as the SE sprite.
-Submergible water sectors must be exactly the same size, and the two SE 7 sprites must be at the exact same location in each sector.
-To make actual slime, replace the water textures with FLOORSLIME (#200).
-Teleporters and water are compatible with an ActivatorLocked.

SE 8 : OPEN DOOR ROOM LIGHTS

Used to light up a room when a door is opened.
Hi-Tag : Set equal to all other SE 8 used together.
Sector Lo-Tag : Use any door which raises the ceiling (such as ST 20).
Shade : Set SE shade to when light is on. Set sector shade to when light is off.
Comments :
-An SE 8 with equal Hi-Tag must be in the door sector.
-Use MusicandSFX sprite for sound (Hi-Tag = done sound, Lo-Tag = moving sound).
-Compatible with Activator, ActivatorLocked, and Masterswitch.
-This SE seems to activate with other effects as well (SE 13, 31, 32, etc.)

SE 9 : CLOSE DOOR ROOM LIGHTS

Used to light up a room when a door is closed.
Hi-Tag : Set equal to all other SE 9 used together.
Sector Lo-Tag : Use any door which raises the ceiling (such as ST 20).
Shade : Set SE shade to when light is on. Set sector shade to when light is off.
Comments :
-An SE 9 with equal Hi-Tag must be in the door sector.
-Texture the door with lights and make it initially open.
-The height of the SE 9 determines the door's closing height.
-Use MusicandSFX sprite for sound (Hi-Tag = done sound, Lo-Tag = moving sound).
-Compatible with Activator, ActivatorLocked, and Masterswitch.
-This SE seems to activate with other effects as well (SE 13, 31, 32, etc.)

SE 10 : DOOR AUTO CLOSE

Used to automatically close an open door after a specified delay.
Hi-Tag : Delay until door closes (32 = 1 second).
Sector Lo-Tag : Any door except Sliding doors and Star Trek doors.

SE 11 : SWINGING DOOR HINGE

The hinge of a swinging door which rotates 90 degrees to open.
Hi-Tag : Set equal to any other SE 11 to activate together. Otherwise use a unique value.
Sector Lo-Tag : 23
Angle : [Down] = clockwise. [Up] = anti-clockwise
Comments :
-Set relative alignment on sector floor/ceiling (R key) to make them move with the door.
-Use GPSpeed to set opening speed.
-Use MusicandSFX sprite for sound (Lo-Tag = open sound, Hi-Tag = close sound).
-Compatible with Activator, ActivatorLocked, and Masterswitch.

SE 12 : LIGHT SWITCH

Lights up a sector when activated with a Switch.
Hi-Tag : Set equal to all other SE 12 used together, as well as the Switch Lo-Tag to be activated by.
Shade : Set SE shade to when light is on. Set sector shade to when light is off.
Palette : Set SE palette to when light is on. Set sector palette to when light is off.
Comments :
-The Switch's status determines whether the light will initially be on or off (an active switch sprite means on, and vice versa).

SE 13 : EXPLOSIVE

Used to blow apart walls or ceilings/floors.
Hi-Tag : Set equal to CRACK, Fire Extinguisher, SEENINE, or OOZCAN to be activated by.
Angle : [Up] = ceiling and floor come together at pre-map. [Down] = only the ceiling or the floor matches height with the SE depending on which is closest.
Comments :
-Multiple SE 13 Hi-Tags can be linked to activate simultaneously.
-Place SEENINE[Channel,DelayExplosion] sprites if you want. Shrink them X-wise completely to make them invisible in the game. They require a Lo-Tag.
-SEENINEs can be activated by either a CRACK Hi-Tag or a Masterswitch Lo-Tag.
-If the ceiling is parallaxed, then the texture will be replaced at pre-map with the nearest non-parallaxed texture. When it explodes, the texture will revert back to the parallaxed sky. You must have the same sky texture somewhere else in your map (and even that doesn't guarantee this will work). There also must be a SEENINE within the sector (visible or invisible). The parallax effect doesn't work with floors.

SE 14 : SUBWAY CAR

Used as an additional car for a subway engine (SE 6).
Hi-Tag : Set equal SE 6 Hi-Tag.
Sector Hi-Tag : Set equal to subway engine. All sectors within car sector must be equal as well.
Angle : Set to face the front of the car.
Comments :
-If a GPSpeed sprite is used in the subway engine, the trailing car will automatically run at the same speed.
-Read SE 6 for more information.

SE 15 : SLIDING DOOR

Used as a door which slides into the wall when opened
Hi-Tag : Set equal to other doors to be opened at the same time. Otherwise use a unique value.
Sector Lo-Tag : 25
Angle : Set to direction that door closes.
Comments :
-GPSpeed sprite sets distance to open (512 = largest grid square). Doors move 256 units by default.
-Use MusicandSFX sprite for sound (Hi-Tag = done sound, Lo-Tag = moving sound).
-Compatible with Activator, ActivatorLocked, and Masterswitch.

SE 16 : *ROTATE REACTOR SECTOR* (RESERVED)

The sector will be skewed very slightly and the ceiling raises or lowers maybe 1/8 of a unit.

SE 17 : TRANSPORT ELEVATOR

Used as an elevator that transports from one elevator shaft to another to simulate a true floor-over-floor elevator.
Hi-Tag : Set equal to one other SE 17 as transport destination.
Sector Lo-Tag : 15
Sector Hi-Tag : [0] = bottom floor. [1] = top floor.
Shade : The darker SE 17 is the starting floor for the elevator.
Comments :
-Top and Bottom floors must be physically built at proper height differences.
-Both elevators must be exactly the same size and shape (and should be the same shade, texture, alignment, etc).
-Both SE 17 must be in the exact same position in each elevator.
-Maximum of 2 floors.
-Sounds are set automatically

SE 18 : INCREMENTAL SECTOR RAISE/FALL

Used as floor or ceiling which raises/falls incrementally per activation.
Hi-Tag : Set equal to Z-units moved per activation.
Angle : [Up] = floor will move incrementally. [Down] = ceiling will move incrementally.
Palette : [0] = start at Build set height. [>0] = start at SE sprite height.
Comments :
-Must be used with Activator.
-Using a GPSpeed sprite affects the number of units moved per activation. This makes it possible to move incrementally by a fraction of a unit.

SE 19 : CEILING FALLS FROM EXPLOSION

Used to drop the ceiling when an explosion is detected within the sector.
Hi-Tag : Set equal to others to activate simultaneously.
Comments :
-This effect was not used in the game.
-The game does not check when a shot or object passes through the sector.
-Displays message "unlocked" when activated.
-Use GPSpeed sprite to set rate of falling.

SE 20 : STRETCHING/SHRINKING SECTOR

Used to stretch or shrink a sector when activated. This effect has a very strange quirk; all of the effect sprites placed within the sector have to be in close proximity to the SE, otherwise a sector which shrinks will not stretch back again.
Sector Lo-Tag : 27
Angle : Set to direction to stretch/shrink sector.
Comments :
-The SE acts as a sort of anchor point for the stretching.
-Set relative alignment (R key) on floor or ceiling to make them move while stretching.
-Use GPSpeed sprite for distance to stretch (1024 = largest grid square).
-Use MusicandSFX sprite for sound (Hi-Tag = done sound, Lo-Tag = moving sound).
-Compatible with Activator and Masterswitch.

SE 21 : FLOOR RISE/CEILING DROP

Used to make a floor rise or a ceiling drop to the height of the SE sprite when activated.
Hi-Tag : Set equal to others to activate simultaneously.
Sector Lo-Tag : 28
Angle : [Up] = drop ceiling. [Down] = raise floor.
Comments :
-This effect was not used in the game.
-Requires a GPSpeed with a Lo-Tag value which controls both the speed of the effect and the delay before it occurs.
-Use MusicandSFX Lo-Tag for activation sound.
-Compatible with Activator and Masterswitch (either way it only activates once).

SE 22 : TEETH DOOR

Used as ceiling-type door with teeth prongs.
Hi-Tag : Set equal to Hi-Tag of door sector.
Sector Hi-Tag : Set door sector Hi-Tag equal to all SE 22 Hi-Tags.
Sector Lo-Tag : Set door sector Lo-Tag 29.
Comments :
-This effect has problems and was not used in the game. For best results, use with a switch and Activator, and never interrupt the door while it's closing.
-To make door initially open, raise door and prong ceilings to 1 unit lower than the surrounding ceiling.
-To make door initially closed, lower door and prong ceilings completely. All prong floors must be lowered by a specific amount of units. I have devised this exact algorithm to deduce the amount of units you must lower each prong floor: (DoorHeight / 4) + DoorHeight + 2.25. DoorHeight is measured in PGUP/PGDN units.
-Use MusicandSFX sprite for sound (Hi-Tag = done sound, Lo-Tag = moving sound).
-Compatible with Activator, ActivatorLocked, and Masterswitch.
-It is possible to use separate GPSpeed sprites in the door and prong sectors. Oddly enough, the default speed value of both the door and prongs is 256 (even though the prongs move much faster than the door).

SE 23 : ONE-WAY TELEPORTER EXIT

Used as a one-way teleporter destination.
Hi-Tag : Set equal to teleporter entrance (SE 7) Hi-Tag.
Angle : Determines which direction the player will be facing upon exiting the teleporter.
Palette : [0] = normal. [>0] = teleporter won't play SFX or flash when used.

SE 24 : CONVEYOR BELT

Used to carry sprites along the floor.
Hi-Tag : Set equal to a switch to be activated/deactivated by.
Angle : Set to direction to move sprites.
Comments :
-The texture's direction of movement depends on how it's flipped (F key).
-Use GPSpeed sprite to set the rate of movement.
-Conveyor belt is active by default, regardless of the switch sprite's initial status.

SE 25 : PISTON

Used as a piston that goes up and down.
Hi-Tag : Set equal to a switch to be activated/deactivated by.
Comments :
-SE sprite height determines initial position of piston.
-Ceiling height determines maximum height of piston before returning to ground.
-GPSpeed sprite controls rate of movement.
-Piston is active by default, regardless of the switch sprite's initial status. The activated/deactivated messages will always be swapped incorrectly.

SE 26 : *ESCALATOR* (RESERVED)

The escalator effect has some problems and was not used in the game. Some people have used it before, but I've never been arsed to do it. I think a conveyor belt could do a better job of it anyway (the escalator looks like total crap).

SE 27 : DEMO CAMERA

Used as a camera position to record 3rd person view of game demos.
Hi-Tag : Set to maximum distance for the camera to view player action (2048 equals largest grid square in Build).
Comments :
-Camera does not work well with extreme heights.
-Don't let two cameras see each other.
-Demo cameras cannot display mirrors properly.

SE 28 : LIGHTNING BOLT

Used to create lightning effect in an area of 10000. On random activation will flash linked lightning bolt sprites and start SFX.
Hi-Tag : Set equal to lightning bolt sprite (#4890) Hi-Tag.

SE 29 : FLOATING SECTOR

Used to make a sector float like water or waves.
Hi-Tag : Set to initial height of sector (0-2047). This is used to set the offset between waves.
Comments :
-Use GPSpeed sprite to set maximum height of wave (0-32767).
-The height of the SE determines the floating sector's center height.
-To use as a wave, the sector must have only four walls. 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 : TWO-WAY TRAIN

Used as a train car that travels between Locator A and Locator B.
Hi-Tag : If the train utilizes Activators A and B, set this equal to Activator B (Channel+1).
Sector Lo-Tag : The train and all sectors within must be set to 31.
Angle : Set to direction of Locator A.
Comments :
-Set relative alignment on sector floor/ceiling (R key) to make them move with the train.
-Tag Locator A [0,1] and Locator B [0,0] (for some reason, 3DRealms always tagged Locator A [1,1]).
-Place an Activator in the train and link it to a switch or Touchplate to activate the train. A Masterswitch will only operate the train once.
-The train can trigger Activators set as A and B when it reaches each respective Locator. Activator A = Channel+2, and Activator B = Channel+1.
-Use MusicandSFX to set activation sounds (Hi-Tag = travelling to Locator B, Lo-Tag = travelling to Locator A).
-The train will only travel in a straight line, regardless of the Locator's positions.
-The train must be contained within the track sector, and the track cannot be split into multiple sectors.
-The train does not necessarily have to be between Locators A and B (credit to Gambini).
-The train requires distance to gain momentum or else it will stop prematurely. Don't make the track too short, and construct the train initially closer to Locator B.
-Sprites will only move with the train if they are within the sector containing the SE.
-Vehicles cannot move up or down slopes.
-You cannot place RPVs and Two-Way Trains in the same map.

SE 31 : RAISE/LOWER FLOOR

Used to raise/lower sector floor when activated.
Hi-Tag : Delay value (32 = 1 second). This only works with an Activator, and the delay doesn't take effect until the floor has been activated at least once.
Angle : [Up] = start at floor height, raise to SE height. [Down] = start at SE height, lower to floor height.
Comments :
-Use GPSpeed sprite to set rate of movement.
-Use MusicandSFX sprite for sound (Hi-Tag = done sound, Lo-Tag = moving sound).
-Compatible with Activator and Masterswitch. The Masterswitch only activates once, and it changes the MusicandSFX function (Lo-Tag = done sound).
-Set Activator/Masterswitch equal to a switch or Touchplate to be activated by.

SE 32 : RAISE/LOWER CEILING

Used to raise/lower sector ceiling when activated.
Angle : [Up] = start at ceiling height, lower to SE height. [Down] = start at SE height, raise to ceiling height.
Comments :
-Use GPSpeed sprite to set rate of movement.
-Use MusicandSFX sprite for sound (Hi-Tag = done sound, Lo-Tag = moving sound).
-Compatible with Activator and Masterswitch. The Masterswitch only activates once, and it changes the MusicandSFX function (Lo-Tag = done sound).
-Set Activator/Masterswitch equal to a switch or Touchplate to be activated by.

SE 33 : EARTHQUAKE DEBRIS

Used to spawn metal and rock debris from SE sprite's position during an earthquake.
Comments :
-Debris will be spawned whenever an earthquake occurs anywhere on the map.

SE 34 : *AUTOMATIC CONVEYOR BELT* (RESERVED)

Works exactly the same as a conveyor belt except it has a fixed speed (refer to SE 24 for details).

SE 35 : *DRILL* (RESERVED)

The drill has some minor graphical problems. This effect makes a sector lower into the ground and then shoot back up causing explosions and debris to spawn. You can use it in combination with rotating sectors to create a drill head.
Comments :
-The floor will start 10 units below the SE's height.
-If the ceiling is sloped and the floor is not, the slope will dig right through the floor and spawn more debris. It doesn't seem to work the other way around.
-The GPSpeed sprite determines the rate of motion.

SE 36 : AUTOMATIC SHOOTER

Used to spawn a shot from the SE sprite's position every 5 seconds when activated.
Angle : Set to direction of trajectory.
Comments :
-Compatible with Activator and Masterswitch. The Masterswitch only activates once and cannot be turned off.
-Set Activator/Masterswitch equal to a switch or Touchplate to be activated by.
-Use MusicandSFX sprite for sound (Hi-Tag = deactivation sound, Lo-Tag = activation sound). This only works with an Activator.
-Use GPSpeed sprite to set projectile type:
[1360] = Octabrain blast (aimed slightly up)
[1625] = Trooper laser (no SFX)
[1636] = Enforcer spit (lobbed, no SFX)
[1641] = Freeze ray (auto-aims at player)
[1650] = Mortar shell (lobbed)
[2556] = shrink ray
[2605] = RPG (auto-aims at player)


SECTOR TAGS

ST 1 : ABOVE WATER

Causes the sector floor to act as water. If used with an SE 7 sprite, it will connect to the below water sector with ST 2 (refer to SE 7 for details).

ST 2 : BELOW WATER

Defines a sector as being underwater. If used with an SE 7 sprite, it will connect to the above water sector with ST 1 (refer to SE 7 for details).

ST 3 : BOSS2 ROAM SECTOR

Allows BOSS2 (better known as Boss 3, the Cycloid Emperor) to roam in the sector. This sector tag was left undocumented. It was most likely coded to stop the cyclops from roaming onto the bleachers in the stadium map.

ST 9 : STAR TREK DOORS

Doors that open by spreading apart (as in Star Trek). The wall textures will squish when the doors are opened.
Comments :
-Star Trek doors are required to be dual-doors.
-Use GPSpeed sprite to set door speed.
-Use MusicandSFX sprite for sound. Either the Hi-Tag or Lo-Tag can be used, but the Hi-Tag will take priority if both are used together (nulling the Lo-Tag).
-The door's activation sound will play twice, once while opening and once when finished. The second time is undoubtedly louder. If both the Hi-Tag and Lo-Tag are set on the MusicandSFX, the volume level of the Hi-Tag seems to balance out.
-Compatible with Activator, ActivatorLocked, and Masterswitch.

ST 15 : TRANSPORT ELEVATOR

Used as an elevator that transports from one elevator shaft to another to simulate a true floor-over-floor elevator (refer to SE 17 for details).

ST 16 : ELEVATOR PLATFORM DOWN

Used to lower the sector floor from current height down to the next floor. On next activation, the sector floor will rise back up again.
Comments :
-Use MusicandSFX sprite for sound (Hi-Tag = stop sound, Lo-Tag = start sound).
-Use GPSpeed sprite to set rate of movement.
-Compatible with Activator, ActivatorLocked, and Masterswitch.

ST 17 : ELEVATOR PLATFORM UP

Used to raise the sector floor from current height up to the next floor. On next activation, the sector floor will drop back down again.
Comments :
-Use MusicandSFX sprite for sound (Hi-Tag = stop sound, Lo-Tag = start sound).
-Use GPSpeed sprite to set rate of movement.
-Compatible with Activator, ActivatorLocked, and Masterswitch.

ST 18 : ELEVATOR DOWN

Used to lower the sector floor and ceiling from current height down to the next floor. On next activation, the sector will rise back up again.
Comments :
-Use MusicandSFX sprite for sound (Hi-Tag = stop sound, Lo-Tag = start sound).
-Use GPSpeed sprite to set rate of movement.
-Compatible with Activator, ActivatorLocked, and Masterswitch.

ST 19 : ELEVATOR UP

Used to raise the sector floor and ceiling from current height up to the next floor. On next activation, the sector will drop back down again.
Comments :
-Use MusicandSFX sprite for sound (Hi-Tag = stop sound, Lo-Tag = start sound).
-Use GPSpeed sprite to set rate of movement.
-Compatible with Activator, ActivatorLocked, and Masterswitch.

ST 20 : CEILING DOOR

Used to raise and lower the sector ceiling between floor level and the height of the adjoining sector ceiling.
Comments :
-Use MusicandSFX sprite for sound (Hi-Tag = stop sound, Lo-Tag = opening sound).
-Use GPSpeed sprite to set rate of movement.
-Compatible with Activator, ActivatorLocked, and Masterswitch.

ST 21 : FLOOR DOOR

Used to raise and lower the sector floor between ceiling level and the height of the adjoining sector floor.
Comments :
-Use MusicandSFX sprite for sound (Hi-Tag = stop sound, Lo-Tag = opening sound).
-Use GPSpeed sprite to set rate of movement.
-Compatible with Activator, ActivatorLocked, and Masterswitch.

ST 22 : SPLIT DOOR

Used as a combination of the ceiling door and floor door. The upper and lower halves split apart when opened.
Comments :
-Use MusicandSFX sprite for sound (Hi-Tag = stop sound, Lo-Tag = opening sound).
-Use GPSpeed sprite to set rate of movement.
-Compatible with Activator, ActivatorLocked, and Masterswitch.

ST 23 : SWINGING DOOR

Used to swing the sector 90 degrees when activated (refer to SE 11 for details).

ST 24 : *RESERVED*

I haven't done any research on this one yet, but I would assume it was supposed to be some sort of door (because it's among the door sector Lo-Tags).

ST 25 : SLIDING DOOR

Used as a door which slides into the wall when opened (refer to SE 15 for details).

ST 26 : SPLIT STAR TREK DOOR

Used as a combination of both the Star Trek Door (ST 9) and the Split Door (ST 22).
Comments :
-Construct the door as if it were a Star Trek Door, then raise the floor and lower the ceiling until they meet in the middle.
-Use GPSpeed sprite to set door speed.
-Use MusicandSFX sprite for sound. Either the Hi-Tag or Lo-Tag can be used.
-Technically speaking, the door's activation sound will play four times. As long as the combined doors open square and evenly, only two sounds should be discernable. The Star Trek Door's completion sound is undoubtedly the loudest. If both the Hi-Tag and Lo-Tag are set on the MusicandSFX, the Hi-Tag should take priority, but sometimes the Lo-Tag sound may get through. It's recommended to only make use of one Tag for the activation sound.
-Compatible with Activator, ActivatorLocked, and Masterswitch.

ST 27 : STRETCHING/SHRINKING SECTOR

Used to stretch or shrink a sector when activated (refer to SE 20 for details).

ST 28 : FLOOR RISE/CEILING DROP

Used to make a floor rise or a ceiling drop to the height of the SE sprite when activated (refer to SE 21 for details).

ST 29 : TEETH DOOR

Used as ceiling-type door with teeth prongs (refer to SE 22 for details).

ST 30 : ROTATE-RISE SECTOR

Used to rotate the sector 90 degrees and raise the floor to the height of the SE 0 sprite. Use SE 1 as the pivot point for the sector.
SE 0/1 Hi-Tags : Channel.
SE 0 Angle : [Down] = use SE 1 as pivot point (recommended). [Up] = use SE 0 as pivot point.
SE 0 Palette : [0] = anti-clockwise. [>0] = clockwise.
Comments :
-Set relative alignment on sector floor/ceiling (R key) to make them move with the sector.
-Use MusicandSFX sprite for sound (Hi-Tag = stop sound, Lo-Tag = moving sound).
-Use GPSpeed sprite to set rotation speed (rise speed cannot be modified). Changing the speed affects the amount of rotation as well. A value of 256 is exactly 90 degrees, meaning 1024 would be a full 360 degree rotation. Some rather extreme values are possible (up to 32767).
-Compatible with Activator and Masterswitch. An ActivatorLocked will cause the sector to rotate until unlocked. While unlocked, the sector slowly creeps away from its home position, only to return when locked again.

ST 31 : TWO-WAY TRAIN

Used as a train car that travels between Locator A and Locator B (refer to SE 30 for details).

ST 10000+ : ONE-TIME SOUND

Used to play a sound one time when the player enters the sector. Assign the sector a Lo-Tag of 10000 + sound number.

ST 32767 : SECRET PLACE

Defines a sector as a secret place which will be counted in the end level tally.

ST 65534 : END OF LEVEL WITH MESSAGE

When the player enters the sector, the message "We're gonna fry your ass, Nukem!" is displayed and the level will end. The message can be modified in the USER.CON file (quote #102).
Sector Hi-Tag : Sound number to play (#198 corresponds with the default message).

ST 65535 : END OF LEVEL

Ends the level when the player enters the sector.




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