|L - Light bomb. You can set the parameters in Blood.ini.
(couldn't get this to work. )
Ctrl-P - Change parallaxing type. (yes, there's 3 types.)
Alt P - Change palookup
F11 - Enable/disable panning. (Will toggle any panning motion in 3D so that you can align textures).
Prnt Scrn - Screen capture. Numbered increments capxxx.pcx
Added sector visibility keys: Press CtrlAlt + and CtrlAlt - to change the sector visibility values.
|F9 - Auto stair builder. Highlight a group of sectors,
then point to an adjoining sector floor or ceiling and press F9. Type 8
or 12, then press (S)tep height. The floor or ceiling you point to will
be the lowest step, and carry all the way for the sectors selected.
F12 - Toggle beeps
waitTime and busyTime fields: These fields control the
speed of door movement (time in .1 secs), and the delay before reset (time
in .1 secs). 10=1 second , 250 = 25 seconds.
|Add this to Slide Sector:
Slide sectors can rotate! Just set the start and end angles in the on and off marker sprites. Rotation will occur around the center, as determined by the relative position of the ON marker.
Add this to Portcullis and Z Motion Sprite:
Now go back to 3D mode and with cursor on floor sector press (Alt-F3). This sets the sector where you want it OFF. With cursor on floor sector, and hold (LMB) to lock selection if needed, press (PgUp) or (PgDn) to the state where you want the bottom of the sprite to move to. Then press (Alt-F4) on the sector to set where you want it ON. That's it. Now you only have to set how it will trigger ....
Make new section Lightning Storm:
There are three parts to this effect. The lighting, the
ambient sounds, and a strike!
For each sector you want to flash go (Alt-F5) Type:normal, RX: (100?), OFF > ON [x] waittime = 20 (from 0-100 for different sectors) ON > OFF [x] busytime=2 go to (FX... ), set Lighting as: wave = 8, amp = -25 , freq = 5, [x] floor, [x] ceiling, [x] walls.
In every flashing sector place two or more SFX Gen Sprites (708). These Sprites will coincide with the light effects. Select it as Type: 708: SFX Gen, RX: (100?), waittime =15, data2=255 (distant lightning strike). Also you can place sets of two SFX with no RX: (0) which work together as a strike, a rumble of thunder, and echo effect. All these sounds can be placed in mid-air over the players head. These sets would have .... #1 - busytime = 40, waittime=15, data1=15, data2=256 (lighnting strike) #2 - busytime = 45, waittime=15, data1=18, data2=254 (thunder rumbles)
This effect is activated by sector entry and is a one-shot. This would be from where the player wouldn't miss viewing the effect. Select a unique TX# (101?), use it for the RX#.
I must admit that I couldn't reveal the secret of how Monolith does the lightning strike. There are two examples, in E1M5, and E4M1. I know the strike sprite is PgDn into its sector but I couldn't duplicate the technique to hide the sprite so I came up with another way that works very well anyways.... If you can figure out their way please email me!
Make a mediun size square, big enought that the player could just fall into. Inside this, on the ground, press (S)prite and select #2090. Make it taller (ctrl-pad-8), make sure it's on the floor (ctrl-PgDn), set as full bright (-128 with ctrl-pad-+) and (K) blue for motion. Put cursor on floor, press (LAlt-F4) for ON. this is where the lightning will appear, right at ground level striking the ground. Press and hold (LMB to lock selection) on floor and then PgDn until the lightning strike sprite is below the surface, and a bit further. Before releasing (LMB) press (LAlt-F3) for OFF.
Goto 2D mode, (LAlt-F5), Type: 602: Z motion sprite. RX: (101?), State/CMD=off. 1-shot, OFF>ON: busytime = 1, wave = 1, [x] waittime = 1. ON>OFF: busytime = 1.
Now the only thing left is that you have a hole that you could fall into. Make a (S)prite, (R)elative it to FLAT, and select the floor texture to match it. Place it not directly over the hole if the flickering light effect is needed. You can (over head in 2D mode) place the center of the cyan circle exactly beside the hole, and in 3D mode offset it with (Ctrl- pad-arrows), and even stretch it over (pad-arrows). Then you only need to make it (B)locking to not fall through.
Well, we finally have a good example of Path Sector. It's in Cryptic Passage: E6SL (secret level) Boggy Creek. Unfortunately the only credit is Sunstorm Interactive so we don't know exactly who created this. Anyone familiar with jet simulations will recognize the similarity to 'way-points' that the plane can fly to before taking a new heading.
With Path Sector we have the ability to make cool moving platforms like boats or rafts, cars, trucks, trains. And they don't have to move in a straight line! The only limitation I found was that if you try more than one Path Sector (craft), it doesn't work.....
And a few other notes given to me by Felix Drott from Copenhagen, Denmark.