Sector Tag 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 ST that I have tutorial pages on, you'll see a link to the corresponding page.
1 :Water (SE 7)
2 :Underwater (SE 7)
9 :Star Trek Doors
15 :Elevator Transport (SE 17)
16 :Elevator Platform Down
17 :Elevator Platform Up
18 :Elevator Down
19 :Elevator Up
20 :Ceiling Door
21 :Floor Door
22 :Split Door
23 :Swing Door
25 :Slide Door (SE 15)
26 :Split Star Trek Door
27 :Bridge
28 :Drop Floor (SE 21)
30 :Rotate Rise Bridge
31 :2-way train (SE 30)
10000+ :One-time sound
32767 :Secret Room
65535 :End of Level





ST 1: Water
:Used as Water Effect when the player walks on sector. If used with a SE 7 (Transport) sprite, then it will move the player to the underwater sector with ST 2.
SE 7 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 : 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.


ST 2: Underwater
:Used as Underwater Effect when the player moves in sector. If used with a SE 7 (Transport) sprite, then it will move the player to the above water sector with ST 1
SE 7 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 : 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.


ST 9: Star Trek Doors
:Doors that spread apart when opened like on Star Trek. Note that the wall tile on the doors will squish when opened.
Comments : Use MUSICANDSFX Sprite Lotag for door open sound.
Use SPEED Sprite Lotag for opening speed.


ST 15: Elevator Transport
:Used as an Elevator that transports from one elevator shaft to another to simulate going staight up from one floor to another.
SE 17 Hitag : Set 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. Set the shade to at least 30 clicks. Check in 2d mode by hitting ALT-TAB on the SE 17 to be sure.
Palette : none
Comments : Maximum of 2 floors
Sounds are set automatically
Top and Bottom floors must be physically built at proper height difference to work properly
Both Elevators must be exactly the same size
Put the SE 17 sprite in the same grid location on both elevator cars.


ST 16: Elevator Platform Down
:Used to Lower the sector floor from current height down to the next sector of lower height. On next activation, the sector floor will rise up to the next sector floor.
Comments : Use MUSICANDSFX sprite lotag for sound.
Lotag = start sound
Hitag = stop sound
Use SPEED sprite lotag for rate of movement.


ST 17: Elevator Platform Up
:Used to raise the sector floor from current height up to the next sector of greater height. On next activation, the sector floor will drop down to the next sector.
Comments : Use MUSICANDSFX sprite lotag for sound.
Lotag = start sound
Hitag = stop sound
Use SPEED sprite lotag for rate of movement.


ST 18: Elevator Down
:Used to lower the sector floor and ceiling from current height down to the next sector of lesser height. On next activation, the sector floor and ceiling will rise up to the next sector.
Comments : Use MUSICANDSFX sprite lotag for sound.
Lotag = start sound
Hitag = stop sound
Use SPEED sprite lotag for rate of movement.


ST 19: Elevator Up
:Used to raise the sector floor and ceiling from current height up to the next sector of greater height. On next activation, the sector floor and ceiling will drop down to the next sector.
Comments : Use MUSICANDSFX sprite lotag for sound.
Lotag = start sound
Hitag = stop sound
Use SPEED sprite lotag for rate of movement.


ST 20: Ceiling Door
:Used to raise and the lower the sector ceiling from level with the sector floor up to the height of the next sector ceiling height, basically a Doom door
Comments : Use MUSICANDSFX sprite lotag for open and close sound.
Use SPEED sprite lotag for rate of movement
Use SE 10 to make the door auto-close


ST 21: Floor Door
:Used to raise and lower the sector floor from level with the sector ceiling down to the height of the next sector floor height.
Comments : Use MUSICANDSFX sprite lotag for open and close sound.
Use SPEED sprite lotag for rate of movement
Use SE 10 to make the door auto-close


ST 22: Split Door
:Used to raise and lower the sector floor and ceiling from level with the next sector floor and ceiling, then together until the floor and ceiling match height.
Comments : Use MUSICANDSFX sprite lotag for open and close sound.
Use SPEED sprite lotag for rate of movement
Use SE 10 to make the door auto-close


ST 23: Swing Door
:Used as doors that swing the sector 90 degrees when activated. Note that you can activate multiple ST 23 by giving the SE 11 sprites equal hitag values.
SE 11 Hitag : Set equal to all other SE 11 doors to open together
SE 11 Angle : Up = counter-clockwise
Down = clockwise
Shade : none
Palette : none
Comments : Sector will also rise to height of SE 11 Sprite if it is off the floor.
Use MUSICANDSFX sprite lotag and hitag to door open and close sound, respectively.


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


ST 26: Split Star Trek Door
:Used to do the effects of both ST 9 (Star Trek Door) and ST 22 (Split Door.) Doors will spread apart when opened like on Star Trek. Not that the wall tile on the doors will squisk when opened. Will also raise and lower the sector floor and ceiling from level with the next sector floor and ceiling, then together until the floor and ceiling match height.
Comments : Use MUSICANDSFX sprite lotag for open and close sound.
Use SPEED sprite lotag for rate of movement
Use SE 10 to make the door auto-close


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


ST 28: 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 the 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 must be put into sector.


ST 30: Rotate Rise Door
:Used to rotate the sector floor 90 degrees and rise to the height of the SE 0 sprite. Use SE 1 as the pivot point for the sector.
Comments : Use MUSICANDSFX sprite lotag for sound
Use SPEED for rate of turning
Use SE 0 sprite palette for direction
Palette 0 = clockwise
Palette 1 = counter-clockwise


ST 31: Two-way train
:Used as a train 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 two 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


ST 10000+: One-time sound
:Used to play a sound one time when the player walks on the sector floor. Tag the sector lotag with 10000 + sound number.


ST 32767: Secret Room
:Used to tag the sector as a secret place to be counted at the end of the level stats.


ST 65535: End Level
:Used to end the level when the player walks on the sector floor.







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