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. SE # and ST # indicate Lo-Tag values for a SectorEffector/Sector Tag respectively.
SECTOREFFECTORS
- 0 : ROTATE SECTOR
- 1 : PIVOT POINT FOR SE 0
- 2 : EARTHQUAKE
- 3 : RANDOM LIGHTS AFTER SHOT OUT
- 4 : RANDOM LIGHTS
- 5 : *HOMING TURRET*
- 6 : SUBWAY ENGINE
- 7 : TELEPORTER/WATER
- 8 : OPEN DOOR ROOM LIGHTS
- 9 : CLOSE DOOR ROOM LIGHTS
- 10 : DOOR AUTO CLOSE
- 11 : SWINGING DOOR HINGE
- 12 : LIGHT SWITCH
- 13 : EXPLOSIVE
- 14 : SUBWAY CAR
- 15 : SLIDING DOOR
- 16 : *ROTATE REACTOR SECTOR*
- 17 : TRANSPORT ELEVATOR
- 18 : INCREMENTAL SECTOR RAISE/FALL
- 19 : CEILING FALLS FROM EXPLOSION
- 20 : STRETCHING/SHRINKING SECTOR
- 21 : FLOOR RISE/CEILING DROP
- 22 : TEETH DOOR
- 23 : ONE-WAY TELEPORTER EXIT
- 24 : CONVEYOR BELT
- 25 : PISTON
- 26 : *ESCALATOR*
- 27 : DEMO CAMERA
- 28 : LIGHTNING BOLT
- 29 : FLOATING SECTOR
- 30 : TWO-WAY TRAIN
- 31 : RAISE/LOWER FLOOR
- 32 : RAISE/LOWER CEILING
- 33 : EARTHQUAKE DEBRIS
- 34 : *AUTOMATIC CONVEYOR BELT*
- 35 : *DRILL*
- 36 : AUTOMATIC SHOOTER
SE 0 : ROTATE SECTOR
Used to rotate a sector around a pivot point.
Hi-Tag : Channel
. 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 Lo-Tag to set rotation speed.
SE 1 : PIVOT POINT FOR SE 0
Used as a pivot point for SE 0.
Hi-Tag : Channel
. Set equal to Hi-Tag of all SE 0 using this pivot point.
Angle : [Down] = Rotate clockwise. [Up] = Rotate anticlockwise.
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.
Angle : Determines the direction that the sector will shift during the earthquake. It appears to shift 9 grid spaces on grid size 6.
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 3 sloping units (equivalent to 3 [
or ]
keypresses).
-Use with SE 33 sprites to spawn debris during earthquakes.
SE 3 : RANDOM LIGHTS AFTER SHOT OUT
Used to create random flashing lights when lights are shot out.
Hi-Tag : Channel
. 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 : RandomFlashNumber
.
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 RandomFlashNumber
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 Vehicle. 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 one. 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. This effect is referred to as a "boss creature" in the source code.
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 Lo-Tag 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 greater 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 tall 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 : Channel
. 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] = Standard. [>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 : Channel
. 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 for sound (Hi-Tag = Stop sound, Lo-Tag = Start sound).
-Compatible with Activator, ActivatorLocked, and MasterSwitch.
-This SE seems to activate with other effects as well (SE 31, 32, etc).
SE 9 : CLOSE DOOR ROOM LIGHTS
Used to light up a room when a door is closed.
Hi-Tag : Channel
. 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 determines the door's closing height.
-Use MusicAndSFX for sound (Hi-Tag = Stop sound, Lo-Tag = Start sound).
-Compatible with Activator, ActivatorLocked, and MasterSwitch.
-This SE seems to activate with other effects as well (SE 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 ST 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 : Channel
. Set equal to any other SE 11 to activate together. Otherwise use a unique value.
Sector Lo-Tag : 23
Angle : [Down] = Clockwise. [Up] = Anticlockwise.
Comments :
-Set relative alignment on sector floor/ceiling (R
key) to make them move with the door.
-Use GPSpeed Lo-Tag to set opening speed.
-Use MusicAndSFX 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 : Channel
. 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).
-If a breakable light texture is used on the ceiling, the lights can be shot out.
SE 13 : EXPLOSIVE
Used to blow apart walls or ceilings/floors.
Hi-Tag : Channel
. Set equal to CRACK
, FIREEXT
, 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 attributes of the nearest non-parallaxed texture. When it explodes, the
texture will revert back to the parallaxed sky. You must have
the same texture parallaxed 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. If the ceiling is parallaxed, the shade of the entire sector is always reverted to 0 after the explosion.
SE 14 : SUBWAY CAR
Used as an additional car for a Subway Engine (SE 6). Referred to as a caboose in the source code.
Hi-Tag : Set equal to 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 : Channel
. 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 Lo-Tag sets distance to open (512 = Largest grid square, 256 = Default).
-Use MusicAndSFX for sound (Hi-Tag = Stop sound, Lo-Tag = Start 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. Referred to as "that rotating blocker reactor thing" in the source code.
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 : Channel
. 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 to number of Z-units to move per activation.
Angle : [Up] = Floor will move incrementally. [Down] = Ceiling will move incrementally.
Palette : [0] = Start at set height. [>0] = Start at SE sprite height.
Comments :
-Must be used with Activator.
-Using with a GPSpeed Lo-Tag 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 : Channel
. Set equal to other SE 19 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 Lo-Tag 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. This happens because the SE acts as sort of a "carrier" for the other sprites. If they are placed too far away from the SE, the sector will shrink until the sprites are no longer technically 'in' the sector, hence it will no longer have the information it needs to continue functioning.
Sector Lo-Tag : 27
Angle : Set to direction to initially stretch/shrink sector.
Comments :
-The SE acts as a sort of anchor point for the movement.
-Set relative alignment (R
key) on floor or ceiling to make them follow the movement.
-Use GPSpeed Lo-Tag for distance to stretch/shrink (1024 = Largest grid square).
-Use MusicAndSFX for sound (Hi-Tag = Stop sound, Lo-Tag = Start 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 : Channel
. 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 for sound (Lo-Tag = 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 : Channel
. Set equal to Hi-Tag of door sector.
Sector Hi-Tag : Channel
. Set equal to all SE 22 Hi-Tags.
Sector Lo-Tag : Set door sector Lo-Tag to 29.
Comments :
-This effect can develop 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.
-If you want the prongs to match up perfectly with the ceiling after every door operation, you will need to lower all of the prong floors by an exact amount of units. I have devised a prong depth formula to deduce the amount of units you must lower each prong floor: (DoorHeight / 4) + DoorHeight + 2.25
. DoorHeight
is measured in PGUP
/PGDN
units. The solution to this formula is how many times you must press PGDN
on each prong floor. If you are using Build, just round off the remaining decimal values.
-To make the door initially closed, lower the door and prong ceilings
completely.
-To make the door initially open, raise the door and prong ceilings to 1 unit below the surrounding ceiling. An open door also requires an additional formula to keep the prongs matched up with the ceiling after the door is operated: (DoorLoweredUnits X 1.25) + 2.25
. DoorLoweredUnits
is the number of PGUP
/PGDN
units the door's ceiling has been lowered (usually 1 unit). The solution to this formula is how many times you must press PGDN
on each prong ceiling starting from the door's current ceiling height. If you are using Build, just round off the remaining decimal values.
-Use MusicAndSFX for sound (Hi-Tag = Stop sound, Lo-Tag = Start 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 : Channel
. Set equal to teleporter entrance (SE 7) Hi-Tag.
Angle : Determines which direction the player will be facing upon exiting the teleporter.
Palette : [0] = Standard. [>0] = Teleporter won't play SFX or flash when used.
SE 24 : CONVEYOR BELT
Used to carry sprites along the floor.
Hi-Tag : Channel
. Set equal to a switch to be toggled by.
Angle : Set to direction to carry objects.
Comments :
-The texture's direction of movement depends on how it's flipped (F
key).
-Use GPSpeed Lo-Tag to set the rate of movement.
-Conveyor belt is active by default, regardless of the switch sprite's initial status.
-This effect is not compatible with Touchplates.
SE 25 : PISTON
Used as a piston that cycles vertically.
Hi-Tag : Channel
. Set equal to a switch to be toggled by (not recommended).
Comments :
-SE sprite height determines initial height of piston.
-Ceiling height determines maximum height of piston before returning to ground.
-GPSpeed Lo-Tag 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.
SE 27 : DEMO CAMERA
Used as a camera position to record a third-person view of game demos.
Hi-Tag : Set to maximum distance for the camera to view player action (2048 equals largest grid square).
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 units. On
random activation will flash linked lightning bolt sprites and start
SFX.
Hi-Tag : Channel
. Set equal to Hi-Tag of lightning bolt sprite(s) (#4890).
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 Lo-Tag 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 an 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 : According to many documents (including the official ones), you must set this equal to the Channel
value (others say Channel
+1). Neither of these are necessary.
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, 3D Realms always tagged Locator A [1,1]).
-Place an Activator in the train and link it to a switch or
Touchplate to activate the train. This will be the reference Channel
value. 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. Note that you could plug one or both of those Activators into the train itself to create a 'self-oscillating' train effect.
-Also compatible with ActivatorLocked, but the "unlocked/locked" message will not be displayed.
-Use MusicAndSFX to set activation sounds (Hi-Tag = Travelling to Locator B, Lo-Tag = Travelling to Locator A). It must be placed within the same sector as the SE in order to work.
-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.
-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.
-You cannot control the speed of a Two-Way Train.
-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). The delay doesn't take effect until the floor has been activated once, hence this will only work with an Activator.
Angle : [Up] = Start at floor height, raise to SE height. [Down] = Start at SE height, lower to floor height.
Comments :
-Use GPSpeed Lo-Tag to set rate of movement.
-Use MusicAndSFX for sound (Hi-Tag = Stop sound, Lo-Tag = Start sound).
-Compatible with Activator and MasterSwitch. The MasterSwitch only
activates once, and it changes the MusicAndSFX function (Lo-Tag = Stop 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 Lo-Tag to set rate of movement.
-Use MusicAndSFX for sound (Hi-Tag = Stop sound, Lo-Tag = Start sound).
-Compatible with Activator and MasterSwitch. The MasterSwitch only
activates once, and it changes the MusicAndSFX function (Lo-Tag = Stop 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 issues. 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'
through the floor and spawn more debris. It doesn't seem to work
the other way around.
-The GPSpeed Lo-Tag 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 for sound (Hi-Tag = Deactivation sound, Lo-Tag = Activation sound). This only works with an Activator.
-Use GPSpeed Lo-Tag to set projectile type (identified by texture number):
[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
- 1 : ABOVE WATER
- 2 : BELOW WATER
- 3 : BOSS2 ROAM SECTOR
- 9 : STAR TREK DOORS
- 15 : TRANSPORT ELEVATOR
- 16 : ELEVATOR PLATFORM DOWN
- 17 : ELEVATOR PLATFORM UP
- 18 : ELEVATOR DOWN
- 19 : ELEVATOR UP
- 20 : CEILING DOOR
- 21 : FLOOR DOOR
- 22 : SPLIT DOOR
- 23 : SWINGING DOOR
- 24 : *RESERVED*
- 25 : SLIDING DOOR
- 26 : SPLIT STAR TREK DOOR
- 27 : STRETCHING/SHRINKING SECTOR
- 28 : FLOOR RISE/CEILING DROP
- 29 : TEETH DOOR
- 30 : ROTATE-RISE SECTOR
- 31 : TWO-WAY TRAIN
- 10000+ : ONE-TIME SOUND
- 32767 : SECRET PLACE
- 65534 : END OF LEVEL WITH MESSAGE
- 65535 : END OF LEVEL
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 E3L9.MAP
: "Stadium".
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 Lo-Tag to set door speed.
-Use MusicAndSFX for sound. Either the Hi-Tag or Lo-Tag can
be used, but the Hi-Tag will take priority if both are used together.
-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 :
-Interchangeable with SE 17.
-Use MusicAndSFX for sound (Hi-Tag = Stop sound, Lo-Tag = Start sound).
-Use GPSpeed Lo-Tag 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 :
-Interchangeable with SE 16.
-Use MusicAndSFX for sound (Hi-Tag = Stop sound, Lo-Tag = Start sound).
-Use GPSpeed Lo-Tag 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 :
-Interchangeable with SE 19.
-Use MusicAndSFX for sound (Hi-Tag = Stop sound, Lo-Tag = Start sound).
-Use GPSpeed Lo-Tag 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 :
-Interchangeable with SE 18.
-Use MusicAndSFX for sound (Hi-Tag = Stop sound, Lo-Tag = Start sound).
-Use GPSpeed Lo-Tag 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 for sound (Hi-Tag = Stop sound, Lo-Tag = Start sound).
-Use GPSpeed Lo-Tag 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 for sound (Hi-Tag = Stop sound, Lo-Tag = Start sound).
-Use GPSpeed Lo-Tag 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, and seal together when closed.
Comments :
-Use MusicAndSFX for sound (Hi-Tag = Stop sound, Lo-Tag = Start sound).
-Use GPSpeed Lo-Tag to set rate of movement.
-Compatible with Activator, ActivatorLocked, and MasterSwitch.
ST 23 : SWINGING DOOR
Used to swing the sector 90 degrees around its SE 11 pivot point 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). It doesn't appear to be coded.
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 Lo-Tag to set door speed.
-Use MusicAndSFX 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 a ceiling-type door with teeth prongs (refer to SE 22 for details).
ST 30 : ROTATE-RISE SECTOR
Used to rotate the sector 90 degrees around a pivot point and raise the floor to the height of the SE 0 sprite. Use SE 1 as the pivot point for the sector.
SE 0 & SE 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] = Anticlockwise. [>0] = Clockwise.
Comments :
-Set relative alignment on sector floor/ceiling (R
key) to make them move with the sector.
-Use MusicAndSFX for sound (Hi-Tag = Stop sound, Lo-Tag = Start sound).
-Use GPSpeed Lo-Tag 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 vehicle 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 (sound #198 corresponds with the default message).
ST 65535 : END OF LEVEL
Ends the level when the player enters the sector.