Sector Effector Reference Guide


This came straight out of the BUILDHLP program. I'm duplicating it here for your reference.
Original Build Docs written by Allen H Blum III & Richard "Levelord" Gray.

For those SE that I have tutorial pages on, you'll see a link to the corresponding page.
0 :Rotated Sector
1 :Pivot Sprite for SE-0
2 :Earthquake
3 :Random Lights After Shot Out
4 :Random Lights
6 :Subway Engine
7 :Transport (For water: ST-1 or ST-2)
8 :Up Open Door Lights
9 :Down Open Door Lights
10 :Door Auto Close (H=Delay)
11 :Rotate Sector Door
12 :Light Switch
13 :C-9 Explosive
14 :Subway Car
15 :Slide Door (ST-25)
17 :Elevator Transport
18 :Incremental Sector Raise/Lower (PPak)
19 :Shot Touchplate Ceiling Down
20 :Bridge (ST-27)
21 :Drop Floor (ST-28)
22 :Prong (ST-29)
24 :Conveyor Belt
25 :Engine
27 :Camera For Playback
28 :Lightning Engine
29 :Float
30 :2-Way Train (ST-31)
31 :Floor Rise
32 :Ceiling Fall
33 :Spawn Jib w/Quake
36 :Shrink Ray Shooter





SE 0: Rotate Sector
:Used to rotate a sector around a pivot point
Hitag : Set equal to Hitag of SE 1 as pivot point for sector.
Sector Lotag : none
Angle : up = Rotate all points around SE 1
down = Rotate sector around SE 1
Shade : none
Palette : none
Comments : If Relative alignment is set on the floor (the R key) then all sprites and actors on the floor will rotate with the sector


SE 1: Pivot for Rotate SE 0
:Used as a pivot point for Sector Effector 0 to rotate a sector around
Hitag : Set equal to Hitag of all SE 0 to rotate
Sector Lotag : none
Angle : Up = Rotate clockwise
Down = Rotate counter-clockwise
Shade : none
Palette : none
Comments :


SE 2: Earthquake
:Used to set off an earthquake. During the earthquake, the screen will shake for about 4 seconds. The sector will move in the direction that the SE sprite is pointing. If there is a slope, then it will rise during the earthquake.
Hitag : none
Sector Lotag : none
Angle : Direction to move sector during earthquake
Shade : none
Palette : none
Comments : :Must activate with Masterswitch
:If there is a slope, then it will be made flat at pre-map and rised during the earthquake to a maximum height of 4 clicks.


SE 3: Random lights after shot out
:Used to create lighting effect when lights are shot out. It will also set the color of light when the light is on. Make the sector shade dark when the light is out and make the SE sprite shade bright when the light is on.
Hitag : Set equal to Wall Lotag with graphic of Light or Set equal to Ceiling Hitag with graphic of Light.
Sector Lotag : none
Angle : none
Shade : Set to brightness when light is on, set sector brightness to when light is off
Palette : Set to palette lookup number when light is on
Comments : :Can be used with SE 12 to be turned on and off with a light switch until the lights are shot out.
:The lights color is taken from the SE sprite's Palette when the light is on, and the sector's palette when the light is off. Default is no color (eg palette=0)
:Both the SE sprite and the sector can have different palettes.


SE 4: Random Lights
:Used to make sector randomly flash in brightness. It will also set the color of light when the light is on. Make the sector shade dark when the light is off and make the SE sprite shade bright when the light is on.
Hitag : Set for Random Flash number
Sector Lotag : none
Angle : none
Shade : Set to brightness when light is on, set sector brightness to when light is off.
Palette : Set to when light is on
Comments : :Can not be used with SE 12 to be turned on and off with a light switch.
:The light's color is taken from the SE sprite's palette when the light is on, and the sector's palette when the light is off. Default is no color (e.g. palette=0)
:Both the SE sprite and the sector can have different palettes.


SE 6: Subway Engine
:Used as the Engine for a Subway. Use with SE 14 for multiple subway cars. Must be used with Locator Sprite to set track.
Hitag : Set equal to Locator Lotag for starting position
Sector Lotag : Set equal to 31 to have sectors within sectors for your cars. Every sector within the car must have the 31 tag.
Sector Hitag : All sectors within Car sector must be equal
Angle : Set for direction of Subway
Shade : none
Palette : none
Comments : :Set relative alignment on sector floor (R key) to make sprites move
:If a Locator has a Hitag of 1, then the subway will stop at that locator for 5 seconds then continue.


SE 7: Transport/Water
:Used as a Teleporter and Water Effect
Hitag : Set equal to one other SE 7 to Transport to
Sector Lotag : 0 = Teleporter
1 = On top of water
2 = Underwater
Angle : none
Shade : none
Palette : 0 = Water
8 = Green Slime
Comments : :If the Sector Effector Sprite is off the floor, then you will only teleport when Duke's waist is at the same height as the sprite and in the same sector.
:When using with Sector Lotag 1 and 2 as water, the two sectors must be exactly the same size or you will teleport to death.


SE 8: Up open Door Lights
:Used to light up a room when a door is opened.
Hitag : Set equal to all other SE 8 used together
Sector Lotag : Use with any that raises the ceiling (e.g. Sector Lotag 20)
Angle : none
Shade : Set to brightness when light is on, set sector brightness to when light is off
Palette : none
Comments : :At least one SE 8 with equal Hitag must be in a sector in which the ceiling raises


SE 9: Down Open Door Lights
:Used to light up a room when a light comes down from the ceiling
Hitag : Set equal to all other SE 9 used together
Sector Lotag : Use with any that lowers to floor (e.g. Sector Lotag 21)
Angle : none
Shade : Set to brightness when light is on, set sector brightness to when light is off
Palette : none
Comments : :At least one SE 8 with equal Hitag must be in a sector in which the floor rises


SE 10: Door Auto Close
:Used to automatically close a door after a set delay
Hitag : Delay until door closes (e.g. 128 equals 4 seconds)
Sector Lotag : Use with all door Sector Lotags
Angle : none
Shade : none
Palette : none
Comments :


SE 11: Rotate Sector Door
:Used as a door that rotates 90 degrees when activated
Hitag : none
Sector Lotag : 23
Angle : none
Shade : none
Palette : 0 = Clockwise
1 = Counter-clockwise
Comments : :Will also activate other SE 11 with equal Hitag values


SE 12: Light Switch
:Used to light up a sector when activated with a switch
Hitag : Set equal to all other SE 12 used together
Sector Lotag : none
Angle : none
Shade : Set to brightness when light is on, set sector brightness to when light is off
Palette : Set to when lights are on
Comments : :The light's color is taken from the SE sprite's palette when the light is on, and the sector's palette when the light is off. Default is no color (e.g. palette = 0)
:Both the SE sprite and the sector can have different palettes


SE 13: C-9 Explosive
:Used to blow apart the ceiling and floor of a sector to create holes in walls
Hitag : Set equal to SEENINE, OOZCAN, or CRACK sprites to activate
Sector Lotag : none
Angle : Up = both ceiling and floor come together at pre-map
Down = only the ceiling or the floor matches the height with the SE sprite depending on which one is closest.
Shade : none
Palette : none
Comments : :Can be activated by a Masterswitch with equal Hitags
:If the ceiling has a Sky texture without Parallax set, then the tile will be replaced at pre-map with the closest non-sky texture. When it explodes, the sky will change to Parallax.


SE 14: Subway Car
:Used as the car for a subway. Use with SE 6 for Subway Engine. Must be used with Locator Sprite to set track.
Hitag : Set equal to Locator Lotag for starting position
Sector Lotag : none
Sector Hitag : All sectors withing Car sector must be equal
Angle : Set for direction of Subway
Shade : none
Palette : none
Comments : :Set relative alignment on sector floor (R key) to make sprites move
:If a Locator has a Hitag of 1, then the Subway will stop at that Locator for 5 seconds then continue.


SE 15: Slide Door
:Used as a door that slides when opened
Hitag : Set equal to other doors to be opened at the same time
Sector Lotag : 25
Angle : Set to direction when door is closed
Shade : none
Palette : none
Comments : :Speed sprite sets distance to door to open
:Use MusicSFX sprite for sound


SE 17: Elevator Transport
:Used as an Elevator that transports from one elevator shaft to another to simulate going straight up from one floor to another
Hitag : Equal to one other SE 17
Sector Lotag : 15
Sector Hitag : 0 = Bottom Floor
1 = Top Floor
Angle : none
Shade : Darkest shade of the two SE 17 with equal Hitag is the starting floor for the elevator. Make the shade at least 30 units dark.
Palette : none
Comments : :Top and Bottom floors must be physically built at proper height difference to work properly
:Both Elevators must be exactly the same size


SE 18: Incremental Sector Raise/Lower
:Used to raise/lower the sector floor or ceiling incrementally.
Hitag : Equal to units moved per activation. One unit equals one PgUp/PgDn in Build.
Angle : Up = Floor will move incrementally (by Hitag#)
Down = Ceiling will move.
Palette : 0 = Sector floor/ceiling starts at Build set height
>0 = Sector floor/ceiling starts at SE-18 sprite height.
Comments : :Sector will move in opposite direction as it is in pre-map.


SE 19: Shot Touchplate Ceiling Down
:Used to close ceiling when a shot or explosion hits within the sector
Hitag : Equal to others to activate at the same time
Sector Lotag : none
Angle : none
Shade : none
Palette : none
Comments : :Does not check to see when a shot or object passes through the sector without hitting.
:Use MusicSFX sprite for sound


SE 20: Bridge
:Used to stretch a sector when activated
Hitag : none
Sector Lotag : 27
Angle : Set to direction to stretch sector
Shade : none
Palette :
Comments : :Set relative alignment (R key) on sector to move floor.
:Use speed sprite for distance


SE 21: Drop Floor
:Used to make a floor or ceiling drop to the height of the SE sprite when activated by a Masterswitch
Hitag : Set equal to others that activate at same time
Sector Lotag : 28
Angle : Up = Drop Ceiling
Down = Drop Floor
Shade : none
Palette : none
Comments : :Floor or ceiling matches height of SE sprite at pre-map then drops to set position when activated.
:To do opposite, the SE sprite height must be put into sector


SE 22: Prong
:Used as Door inside Teeth Prongs
Hitag : Set equal to Hitag of Sector Lotagged 29
Sector Lotag : 0, Outside Sector Lotag of 29
Angle : none
Shade : none
Palette : none
Comments : :This Effector was not tested in the game, so use it at your own risk. It may cause problems in multi-play
:See _SE.MAP for usage.


SE 24: Conveyor Belt
:Used to move sprites along the floor like a conveyor belt
Hitag : Set equal to a switch to turn on and off
Sector Lotag : none
Angle : Set to direction to move sprites
Shade : none
Palette : none
Comments : :Set relative alignment (R key) on sector floor to move sprites
:Set speed sprite equal to rate of movement


SE 25: Engine Piston
:Used as a Piston that only goes up and down
Hitag : none
Sector Lotag : none
Angle : none
Shade : none
Palette : none
Comments : :Put SE sprite height to starting position of Piston
:Speed sprite equals rate of movement


SE 27: Camera for Playback
:Used as as camera position to view playback of game Demos
Hitag : Set to maximum distance for the camera to view the action of other players (e.g. 2048 equals largest grid in Build)
Sector Lotag : none
Angle : none
Shade : none
Palette : none
Comments : :Camera does not always work well with extreme heights


SE 28: Lightning Engine
:Used to create a lightning effect in an area of 10000. On random activation will flash linked Lightning Bolt sprites and start SFX.
Hitag : Set equal to Lightning Bolt sprite (tile #4890)
Angle : none
Shade : none


SE 29: Floating Sector
:Used to make sector float like water or waves
Hitag : Set to starting height of sector (0-2047)
Sector Lotag : none
Angle : none
Shade : none
Palette : none
Comments : :Use speed sprite to set height of wave
:To use as a wave, the sector must only be made of 4 lines. 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 only goes back and forth from point A to point B
Hitag : Set equal to a switch to activate
Sector Lotag : 31
Angle : Set to direction of front of Car
Shade : none
Palette : none
Comments : :Use with 2 Locator sprites to define track
:Activator with equal hitag+1 activates when car stops at point A
:Activator with equal hitag+2 activates when car stops at point B


SE 31: Floor Rise
:Used to rise or lower sector floor when activated by an Activator or Masterswitch
Hitag : none
Sector Lotag : none
Angle : Up = Start sector height equal to SE sprite height at pre-map
Down = Rise sector to SE sprite height when activated
Shade : none
Palette :
Comments : :Use speed to set rate of rise
:Use MusicSFX sprite for sound


SE 32: Ceiling Fall
:Used to rise or lower sector Ceiling when activated by an Activator or Masterswitch
Hitag : none
Sector Lotag : none
Angle : Up = Rise sector to SE sprite height when activated
Down = Start sector height equal to SE sprite height at pre-map
Shade : none
Palette : none
Comments : :Use speed to set rate of rise
:Use MusicSFX sprite for sound


SE 33: Spawn Earthquake Jibs
:Used to spawn pieces of metal and rock from SE sprite during an Earthquake
Hitag : none
Sector Lotag : none
Angle : none
Shade : none
Palette : none
Comments : :Jibs will be spawned whenever an Earthquake occurs anywhere on the map


SE 36: Spawn Shot
:Used to spawn a shot every five seconds when activated by a Masterswitch
Hitag : none
Sector Lotag : none
Angle : Set to direction to shoot
Shade : none
Palette : none
Comments : :Once activated, it will never stop shooting.
:Use speed sprite to set object to shoot
2556: Shrink Ray
2605: RPG
1650: Mortar
1625: Trooper Laser
1636: Lizman Spit


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