C-9 Explosion Cracks



Make one sector about 10x7 in size. Insert two vertices on the top line and draw another sector right above our first sector. Insert another two vertices, this time in the middle of the top two lines (we're going to split the top sector.) Split the top sector by drawing a line between the two points you just inserted. Your map should look like this picture. It's crucial that you split the top sector and not try to make each half separately. I've found doing the latter causes weird problems.


Insert two Sector Effectors, one in each half of the top sector. Change the SE lotags to 13. Change the two SE hitags to 1, or any unused SE-13 number. Insert four sprites, two in each sector, and change the sprite tile to SEENINE (get it? C-9? :). The SEENINE sprite is tile number 1247. Change all four SEENINE hitags to 1, or the number you assigned to the SE-13. The SEENINE lotag is set to the amount of time delay you want the explosions to occur after you've hit the crack with an explosion of its own. Here, I've spread the time delay around, making values 20, 40, 60, and 80 so that the explosion will appear to travel across the two sectors.


Switch over to 3d mode and insert a sprite on the wall above the two sectors. I've also set tiles and floor/ceiling heights/slopes to something that resembles a gaping hole in a wall after an explosion. Move the crack down (pgup/pgdn on the sprite) so that it floats in mid-air, positioned right in the middle of the hole. When the game is run, this crack will appear against a solid wall. The solid wall is created by the SE-13, which tells the game to put both ceiling and floor at the same height at the start of the level. Switch back over to 2d mode and set the crack's hitag to 1, or the number you have been assigning to the SE-13 hitag.


When an explosion hits this crack, the sectors will move to the positions they had in Build, and the C-9 explosives will burst in sequence. You can make only the ceiling or floor match the height of the SE sprite by changing the angle of the SE-13 to pointing down. By default the angle points up, which makes the game put both ceiling and floor at the same height/slope, so that our hole will not exist.




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