Extract the content of the archive in Duke3D directory, open Mapster32's console, type "include acc_rota5" and confirm.
The script is meant to rotate selected walls and sprites in a transparent way (you won't need to open the console ever again, and it won't bother you while using Mapster): select a part of the map with RSHIFT, press and hold LCTRL to enable rotation mode (release LCTRL to leave). In rotation mode, you get a preview of the rotated selection, move the mouse cursor around to change the selected area's orientation. Press TAB to cycle through five different rotation points (upper left, upper right, lower left, lower right or center of the selection). Press SPACE to apply the rotation.
There's also a sector leveling code included : it allows you to create complex prefabs (car, cupboard, fountains…) and past them into another sector without having to worry about the floor/ceiling/shading. Select a few sectors with RALT, move your cursor above another sector and press Q to level the floor and ceiling to the destination sector (the lowest floor and the highest ceiling are used for reference; their texture, flags, shading and tags are also changed to match the destination's). You can change the leveling mode with TAB: 0 - Adjust ceiling & floor (sprites stick to floor) 1 - Adjust ceiling & floor (sprites stick to ceiling) 2 - Adjust to floor (ceiling is slave -- height of the sector is preserved) 3 - Adjust to ceiling (floor is slave -- height of the sector is preserved)
'Splosions: in 3D mode, place the mouse cursor above an explosive device (SEENINE, REACTOR, FIREEXT, OOZFILTER, CRACK1, CRACK2, CRACK3 or CRACK4) and press X. If no HiTag is defined, the script tries to find the next highest value available. If the selected sprite has a friend (another visible sprite with the same HiTag (or LoTag for REACTOR) and PicNum), a trail of explosion is created to link them both. If it has multiple friends, only the first found is used. It is also possible to "append" extra explosions to an existing sequence (ie: a SEENINE with a LoTag of 100 can be used to spawn more explosions, starting with a wait time of 100). The explosion frequency and spread depends on the sprite PicNum. The extra explosions count depends on the type (cloud uses default count/trail uses distance) (sorry, just fixed a bug where the script would never exit a loop because there's a wall in the way of the trail and no extra sprite can be placed)
Note there's a small bug with the rotation script: if you select only one of two points of a wall, the second point will be previewed, even though it's really ignored by the rotation.
EDIT: updated file, latest version.
Attached File(s)
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acc_rota5e.zip (5.96K)
Number of downloads: 280