4.47 Destructable Buildings/Floor Lowering
Map Name: BUILDBLO.MAP
First, you must understand the following:
To lower floors, use SE 13. Apparantly, SE 13, which is used
to make blastable walls, is actually a floor lowerer. But, without
a GSPEED sprite applied to it, you don't see it lower the floor.
Now, here's the step-by-step:
STEP 1: Create the result of the building blowing up. Put a
SECTOR EFFECTOR, MASTERSWITCH, and GSPEED sprite in every sector
that will be affected.
STEP 2: Give the GSPEED sprite a Lotag of 64 (this is just how fast
the building will blow, and seems to be standard speed. Anything
faster causes a VERY slow frame rate). Give the SECTOR EFFECTOR
a Lotag of 13, and a unique Hitag (make it up). Give the MASTER
SWITCH sprites a Lotag equal to the SECTOR EFFECTORs Hitag.
STEP 3: Put a switch or touchplate somewhere. Give it a Lotag that
is equal to the MASTERSWITCH sprite Lotags.
Now, if you just wanted to have the floor lower, this would not
work. For some odd reason, you MUST have a C-9 sprite somewhere.
What I do is make a room somewhere in the corner of my map. I put
2 sprites, a C-9 sprite and a MASTERSWITCH sprite. The MASTERSWITCH
sprites Lotag should be equal to the switches Lotag, and the C-9
should have the same number as it's Hitag, but no Lotag.
STEP 4: Now, the C-9. Place C-9 wherever you want. Keep in mind
that wherever you place the C-9, at whatever hieght, that's where
it will blow up. Be creative with this fact along with timing!
STEP 5: Give the C-9 a Hitag that is equal...to...guess...the...
could it be...the switches Lotag. The Lotag for the C-9 is the time
delay before it explodes.
STEP 6: Put a MASTERSWITCH sprite in EVERY sector that you put C-9 in.
Give it the same Lotag as the switches Lotag. You're done!
4.48 Crushers
Map Name: CRUSHERS.MAP
These are like an engine piston. The cieling of these sectors come
up and down and crush you. To do this, set the sector's cieling to
how high it will go, and the floor to how low it will go (duh). Put
a SECTOR EFFECTOR in there and give it a Lotag of 25. That's it!
Now, my sector effectors are at different hieghts. This signifies
the start point.
4.49 Shots Fired In Sector, Cieling Comes Down
Карта: SHOTLOW.MAP
Это ОЧЕHЬ простая процедура, но выглядит круто. Что происходит - так
это если в секторе слышен взрыв, так потолок падает вам на голову.
Поставьте SE в сектор, задайте лотаг 19. Готово!
4.50 Rotate/Rise Sector
Map Name: ROTRISE.MAP
This is easy. Make the sector that will rotate and rise. Put an
activator, and a sector effector in that sector. Now, put a
switch or touchplate somewhere. Give it a Lotag. Give the
activator the same Lotag as the switch. Give the sector
effector a Hitag that is equal to the switchs' Lotag. (Leave
the Hitag alone) Give the rotate-rise sector a Lotag of 30.
Now, decide on a rotation point for the sector. Put a sector
effector there. Give the sector effector a Lotag of 1, and a
Hitag that is equal to the switchs' Lotag. Done!
4.51 Stretch Sector
Map Name: STRETCH.MAP
This is used to stretch a sector whatever way you want. Real cool
stuff.
STEP 1: Make the sector that will be stretched.
STEP 2: Give that sector a Lotag of 27.
STEP 3: Place 3 sprites in the sector.
STEP 4: Put a switch somewhere.
STEP 5: Change the three sprites to a sector effector, activator and
GSPEED sprites.
STEP 6: Give the switch a Lotag. Give the activator the same Hitag.
Give the sector effector a Hitag that is equal to the switch's Lotag
and a Lotag of 20. Point the sector effector the way you want the
sector to stretch. Give the GSPEED sprite a Lotag of how far you
want the sector to stretch.
4.52 Cielings And Floors (Dropping)
Map Name: DRFLRCLN.MAP
The title says it all. Drop floors and cielings, all with one sector
effector. Here's how:
STEP 1: Make the sector to be affected. Give THAT sector a Lotag of
28.
STEP 2: Place 3 sprites in the sector: a sector effector, an activator,
and a GSPEED.
STEP 3: Decide what you want to drop. If it is the floor, go to
step 4F. If the cieling, go to 4C.
STEP 4F: Change the angle of the sector effector sprite so that it
points toward the bottom of the map.
STEP 5F: Give the sector effector a Lotag of 21. Make up a number
and give it to the activator as a Lotag. Give the GSPEED sprite
a Lotag. This sets the rate at which the floor drops. I used 10.
STEP 6F: Lower the floor to where you want it to end up. Raise the
sector effector sprite to the start position of the floor.
STEP 7F: Put a switch somewhere. Give it the same Lotag as the
activator.
STEP 4C: Change the angle of the sector effector sprite so that it
points toward the top of the map.
STEP 5C: Give the sector effector a Lotag of 21. Make up a number
and give it to the activator as a Lotag. Give the GSPEED sprite
a Lotag. This sets the rate at which the cieling drops. I used 10.
STEP 6C: Raise the cieling to where you want it to start. Lower the
sector effector sprite to the end position of the cieling.
STEP 7C: Put a switch somewhere. Give it the same Lotag as the
activator.
4.53 2-Way Trains
Карта: 2WAYCAR.MAP
Сначала сделайте ваш сектор для вагона. Задайте ему лотаг 31,
сделайте с ним что угодно. Если вы хотите, сделайте несколько
секторов с лотагом 31. Поставьте два спрайта, SE и активатор в
вагон. Далее, повесьте где-нибудь кнопку, в вагоне, если хотите.
задайте ей и активатору одинаковый лотаг. Задайте SE лотаг 30.
Далее, определите маршрут. Поставьте два локатора где-нибудь.
Первый локатор, который определяет, куда поедет вагон, должен быть
расположен позади поезда и иметь лотаг 1. Другой - все равно,
оставьте его как есть. Готово!
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