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