Bridges



Start out making three sectors, like the image. The top peninsula sector will become the actual bridge. The little island sector is just a place to put our switch so we can watch the bridge move.


Insert a Sector Effector, Activator, and GPSpeed sprite within the peninsula sector. Change the sector lotag of the peninsula sector to 27. Change to 3d mode and raise the floor of the peninsula sector up 2 or 3 clicks to make it stand out. Raise the little island sector up 12 or 13 clicks so you can place a switch at Duke's level. Insert a sprite flat against one wall of the island sector, and change its tile to some switch tile (I'll use Dipswitch, tile #162.) Change the switch's lotag to a unique switch number (I'll use 1 in this example.) Give that same number to the Activator Lotag and Sector Effector hitag. Change the Sector Effector lotag to 20. Move the Sector Effector near the wall you wish to have the bridge extend from. The bridge will use the wall closest to the SE-20 as its point of origin. Change the angle of the SE-20 to point in the direction you want the bridge to go. We want our bridge to extend towards the switch, so the angle is set to point downwards.

The GPSpeed sprite will determine the distance the sprite will move. When you first start Build, the default grid size is 256x256 units. So, to make the bridge move two grid spaces, you'd set the GPSpeed lotag to 2x256, or 512. The little green arrows in the image are my additions; they only show the distance being marked off.



Change to 3d mode and point the cursor at the floor of the peninsula sector. Hit [R] once to set Relative Alignment, which will make the floor expand as the sector stretches out. Please note the ceiling will also expand, so the tiles will look offset to the rest of the ceiling around it. By using Relative Alignment, the tiles will appear to expand from the Sector's Firstwall. To change the FirstWall assignment, change to 2d mode and move the cursor inside the sector to be modified. Move the cursor close to the desired wall so that it starts to flash. With the cursor still inside the sector, hold down the [ALT] key, and hit [F]. You can also do this in 3d mode, by pointing at the wall inside the sector, then hitting [ALT] +F. But there's not always a wall there, ie if another sector shares that wall, and the ceiling and floor are flush between both sectors.


Duke Nukem 3D is copyright ©1996 , All Rights reserved.

THIS PAGE IS NOT MADE BY OR SUPPORTED BY 3D REALMS

Copyright ©1996 Tyler Matthews, All Rights reserved.
Go back to my Duke FAQ BUILD page