Rotating Sectors



Start out making one large sector with a smaller sector inside it, as an island. For posterity's sake, let's make the inner sector a circle. Switch over to 3d mode and raise the inner island sector up a few notches so that we can differentiate the two.


Place two SectorEffectors within the inner island sector. Change both of the SE hitags to a unique rotating sector number above 0. Change the lotag of one of these SE sprites to 1 and leave the other SE lotag at 0. The SE with the lotag of 1 (SE-1) will be your pivot point to which all of the SE-0 sectors (with identical hitags) will rotate around. You can place the SE-1 anywhere you like, it does not have to be within the sector you're rotating. In this example, I've put the pivot point right in the middle of the circle sector.


You can have multiple SE-0 with the same hitag, but you cannot have multiple SE-1 with the same hitag. To have the sector rotate clockwise, set the angle of the SE-1 to upwards. Set the SE-1 angle down for counter-clockwise. You will probably want to have any sprites (including Duke) placed on that sector rotate with it, so change over to 3d mode and set the floor tile to be Relatively aligned. You do this by pointing the crosshairs at the floor of the sector you wish to rotate and hitting 'R'. You should see the tile shift a little bit. If you don't have the floor Relatively aligned, the walls will look like they are rotating, but the floor will not. If Duke stands on the sector, he won't rotate with it. This might come in handy if you wished to set up scrolling tiles, like a message bar.

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