Duke4.net Forums: Sector Rotate - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Sector Rotate  "Sector Rotate"

User is offline   Paul B 

  • 398

#1

I'm putting this out there to see if any of the masterminds behind the Mapster editor can figure out a way to start and stop a rotating sector without using a reactor sprite. (Reactor sprites only stop a rotating sector after being destroyed. It appears that once a rotating sector has been started it can't be controlled by a switch to stop or start the rotation. I've tried to use this in connection with ST 30 but it doesn't work like I want. I need full 360 rotation. It's frustrating when you get close results but not the desired action. I am hoping I'm over looking something? Thanks!

Attached is a map of the Gears I want to control via a switch of some type. Ideally I want the gears to start in the stopped state and then get started by a switch.

Attached File(s)




This post has been edited by Paul B: 12 June 2016 - 08:05 PM

0

User is online   Daedolon 

  • Ancient Blood God
  • 871

#2

You can stack most of the sector effects in Duke, as long as the number of child sectors within each effect sector doesn't go over 3 (they can't be connected to the main sector either). You can stack up 4 rotate sector effects by creating child sectors that have the effect as well, but I think the pivots will behave a bit badly. Worth a shot I guess.

Lunick: I can't believe you can pre-order Duke Nukem 3D in 2016
0

User is offline   Paul B 

  • 398

#3

View PostDaedolon, on 12 June 2016 - 11:00 AM, said:

You can stack most of the sector effects in Duke, as long as the number of child sectors within each effect sector doesn't go over 3 (they can't be connected to the main sector either). You can stack up 4 rotate sector effects by creating child sectors that have the effect as well, but I think the pivots will behave a bit badly. Worth a shot I guess.



What I was hoping for is a Sector Tag or a S.E that would trump the rotation feature that would only get toggled when an activator is either enabled or disabled. Well I've tried just about every trick i can think of to make this work and in the process I vaguely remember trying to do this in one of my previous maps as well. I think it was Brooklyn Bridge but I ended up opting for a force field masked wall to prevent access to the revolving doors rather than enabling \ disabling them.

Perhaps maybe this functionality could be added some day to Mapster without breaking the existing functionality? The idea behind these rotating gears was to have them in the stopped state and have Duke locate the switch to enable the gears which would allow the player to progress further into the map between the revolving gears. I guess there won't be a lot of forward progression in this new map. =P I may have to resort to using camera view screen trickery showing a replica sector with them stopped then sneaking another camera view screen of them spinning in a different sector after a switch is flipped to make it seem like they are stopping and starting upon pressing a switch. I'll have to give this more thought.

Stuff I have tried is using a Reactor to stop the Rotating Sectors which works really well then Spawning another Reactor thinking it would kick start it again. But it didn't work because you can't spawn a reactor and placing two reactors in the same area doesn't seem to trigger anything to start. Attempting to spawn a S.E into the Rotating Sector to start the rotation process. This didn't work either, I guess this type of functionality could only be obtained through a Con script.


This post has been edited by Paul B: 12 June 2016 - 07:32 PM

0

User is offline   Mike Norvak 

  • Music Producer
  • 567

#4

I didn't read completely your thread but if iirc (and if I understood your point) there was a sample map from someone on these forums that made a rotating sector to gradually stop spinning with an activator, so is totally possible, maybe it was on the build porn thread? Or on its own thread...
0

User is offline   Paul B 

  • 398

#5

View PostMike Norvak, on 12 June 2016 - 07:26 PM, said:

I didn't read completely your thread but if iirc (and if I understood your point) there was a sample map from someone on these forums that made a rotating sector to gradually stop spinning with an activator, so is totally possible, maybe it was on the build porn thread? Or on its own thread...

If you happen to come across that thread again please post a link here. I'll also see if I can locate it but I've done some pretty extensive searches so far. Thanks for posting.
0

User is offline   Mike Norvak 

  • Music Producer
  • 567

#6

Check Mapping question thread Paul. Hope it helps :)
1

User is offline   oasiz 

  • 588

#7

You can make rotating sectors stop but not start. Closest you can get is either rotating doors (90 angle) or using rotate rise.
I vaguely remember that I managed to glitch a rotating door once where it would spin forever, might just be flaky memory.

You can't restart it due to the limitations of the effect system.
This one example utilizes the unused drop floor SE/ST which requires 127 on a speed sprite.

Theory is that this effect takes it's "drop" delay from the current speed value for some reason instead of MSW, quirky leftover I guess.
Once it reaches zero, it will drop the floor or raise it REALLY fast. However if SE is parallel to current Z then it will not move.
And yes, since speed gets reduded, it will slow down rotation from 127 to 0. If the speed sprite is incorrect then it will usually bypass the SE's Z coordinate and go up/down forever.

You can pair this with some other FX to get weird results.

Normal rotation:
Subway:

Another one is the reactor like you said. I think you might be able to join two non-adjacent sectors with expertmode and have the other instance of the same sector ID off-map and include a reactor there which gets destroyed by a SEENINE. Plus side with this is that it would be instant and potentially well hidden. I haven't tried this but there is no reason why it shouldn't work.
The unused rotate reactor sector SE is also usable with this, it absolutely needs the correct reactor sprite in or it won't work unlike Lameduke where any sprite will make it animate (even RPG projectiles). It's a pretty neat effect that combines a 2-speed crusher with a rotating sector.

I'd get the ST/LT combos but apparently my workplace considers infosuite a harmful site.
1

User is offline   Paul B 

  • 398

#8

View Postoasiz, on 12 June 2016 - 08:35 PM, said:

You can make rotating sectors stop but not start.

Yea I was hoping for the exact opposite. I want them stopped then started. Thanks for the interesting info. Some really great resources there.

Thanks for the pointer Mike, yea I checked out that map you were referring to. Very neat effect but not quite what I was going for.

There's a part of me that wonders why this cool rotating effect would not adhere to the rules of the Activator, Activator Locked or Master Switch. It could have been a more useful feature.


This post has been edited by Paul B: 12 June 2016 - 09:23 PM

0

User is offline   VinsaneOne 

  • 142

#9

Coming from a person (me), who's done very little with mapping, this suggestion might have been tried already, or just plain stupid.
Using the 'silent transporter' effect, wouldn't that work? 2 identical sectors, one with non moving gears, the other with rotating gears
and simply 'transport' the player upon hitting a switch. Sounds too easy. That's why I think it might be just as stupid!
0

User is offline   oasiz 

  • 588

#10

You can't unfortunately transport the player with a switch, this would allow some neat things but not doable :)

I think the closest you can get is to have a bridge effect / slidedoor /2way train sector extending to where the player is standing with a teleporter applied to it. Unfortunately I recall the engine only checking for this when you actually move, so in worst case the player might be able to jump-escape that teleporter that slides in. You CAN however work this in as long as you abide by the limitations and have enough patience, like using a hallway later on instead of straight teleportation on the spot. That would keep the player moving and the tiny stutter on teleportation should be less noticeable.

Note that teleportation and 2way trains usually result in squishy squish when it comes to Duke, believe me, I tried a lot to get around this in my map that I'm working on :)
1

User is offline   Nukey 

  • 221

#11

View Postoasiz, on 13 June 2016 - 08:14 PM, said:

You can't unfortunately transport the player with a switch, this would allow some neat things but not doable :)


With all the superhuman feats you kids accomplish with Build these days, I'm shocked to hear this one.

Anyway, I just dropped by to check if anybody knows which version of Mapster32 introduced the left mouse button selection box in 2D mode. I'm finding it impossible to map with that thing.

Attached File(s)


3

User is offline   oasiz 

  • 588

#12

Ah, I didn't know that the teleporter actually obeyed activatorlocked, interesting!
That does make implementing it hell of a lot easier :)

I think I gave up on that when I noticed that I can't have it work on a 2way train like I wanted to as that had already been activated once.
Since this doesn't require wrist slicing, I'll have to implement this in slum2 in some way..
0

User is offline   The Mechanic 

  • 108

#13

View Postoasiz, on 13 June 2016 - 08:14 PM, said:

You can't unfortunately transport the player with a switch, this would allow some neat things but not doable :)


:D

You can, you simply use an auto-close door to "reset" the activator locked.

I'll attach an example in the next post ...

This post has been edited by The Mechanic: 09 July 2016 - 11:39 PM

0

User is offline   The Mechanic 

  • 108

#14

... because of finger trouble in previous post :wallbash:

TTFN,
Jon

PS: If you teleport A -> B then the B's switch doesn't work unless you exit and re-enter B.
PPS: There may be a way to reset the switch appearance too after teleport but it gets a bit messy.

Attached File(s)


0

User is offline   Micky C 

  • Honored Donor
  • 3,398

#15

View PostNukey, on 09 July 2016 - 01:40 PM, said:

Anyway, I just dropped by to check if anybody knows which version of Mapster32 introduced the left mouse button selection box in 2D mode. I'm finding it impossible to map with that thing.


It's been around for a while, I find it kind of annoying as well. This probably isn't the best thread to post about it in since there's no guarantee the eduke devs will see it.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is offline   Nukey 

  • 221

#16

I wouldn't want to start a whole new thread just to complain. The new colour scheme is such an enormous step backwards though.

This post has been edited by Nukey: 10 July 2016 - 12:21 AM

0

User is offline   Micky C 

  • Honored Donor
  • 3,398

#17

Yeah but more relevant threads like the eduke32 thread would be better, and I'm sure there's a mapster32 problems and bugs thread around somewhere. Threads that the devs are more likely to check.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is offline   Captain Massive 

  • 140

#18

You could try a button to activate a shooter/target combo hooked up to a rotate-rise sector.

I tested this and it works, but it stops intermittently and reverses directions, so its less than perfect.

Note: For some reason the target needs a high-tag to function.

Massive Out....

This post has been edited by Captain Massive: 10 July 2016 - 04:52 AM

0

User is offline   Nukey 

  • 221

#19

@Micky C: I suspect there was already a pitchfork mob and I missed it.


Paul, this method suffers from a bug in the original game but it works fine in EDuke32:

Attached File(s)



This post has been edited by Nukey: 10 July 2016 - 03:58 AM

1

User is offline   Captain Massive 

  • 140

#20

I got it working using just an activator locked on a sector 30/rotate rise.

But sometimes it makes the sector invisble when trying to replicate and cant be trusted.

Is this a bug? should it be reported as such?

eduke32_win64_20160704-5811 used.

Attached File(s)



Massive Out....

This post has been edited by Captain Massive: 10 July 2016 - 04:21 PM

1

User is offline   Paul B 

  • 398

#21

View PostNukey, on 10 July 2016 - 03:54 AM, said:

@Micky C: I suspect there was already a pitchfork mob and I missed it.


Paul, this method suffers from a bug in the original game but it works fine in EDuke32:



Very interesting! I tried to implement what you both managed to achieve which is exactly what I wanted to do. If I could award you 1000 rep points I would. Now for the strange part, I tried to mimic exactly what you had done in your examples but I couldn't seem to get it to work. Frustrated, I just deleted my S.E sprites and copied Nukey's S.E's to my Gear sectors and changed the Hi-Tags to match my numbering convention and by copying each S.E to my sector it started to work as expected. I now have achieved what I set out to do after many hours of frustration. Thank you so much! When I have some spare time I will post my maps desired results here.

This must have been a bug in the editor. I've revisited my map trying to see what could have gone wrong and I have no explanation. I will submit a bug report later.


This post has been edited by Paul B: 10 July 2016 - 09:43 PM

0

User is offline   The Mechanic 

  • 108

#22

View PostCaptain Massive, on 10 July 2016 - 04:09 PM, said:

But sometimes it makes the sector invisible when trying to replicate and cant be trusted.


Paul B said:

I tried to mimic exactly what you had done in your examples but I couldn't seem to get it to work


I thought it was just me ! I duplicated the example map sectors (as in copy-paste), remembering to change the relevant tag channels, and the upper of the two rotate sectors vanished in the game. I dumped a debug map and it appears the sector is still rotating about the correct point but for some reason been given a very much larger radius.

TTFN,
Jon

(Used version r5265)

This post has been edited by The Mechanic: 10 July 2016 - 10:22 PM

0

User is offline   Paul B 

  • 398

#23

View PostThe Mechanic, on 10 July 2016 - 10:21 PM, said:

I thought it was just me ! I duplicated the example map sectors (as in copy-paste), remembering to change the relevant tag channels, and the upper of the two rotate sectors vanished in the game. I dumped a debug map and it appears the sector is still rotating about the correct point but for some reason been given a very much larger radius.

TTFN,
Jon

(Used version r5265)


We were both experiencing the same problem. Something with the way my S.E's were functioning was not the expected result. It was almost like it wasn't able to locate the pivot sector and instead of spinning on the spot both gears were oscillating around a shared and invisible central point. I'm hoping the dev's will be able to explain this one better. Please see the attached map with the example of the bug along with a working pair of gears. Thanks to everyone involved for their help on this.

Attached File(s)




This post has been edited by Paul B: 11 July 2016 - 09:11 AM

0

User is offline   oasiz 

  • 588

#24

Man, I feel dumb now that I didn't really investigate rotate-rise more :P

Thanks for the examples Nukey, good to see that these work.
0

User is offline   Paul B 

  • 398

#25

View Postoasiz, on 11 July 2016 - 06:06 PM, said:

Man, I feel dumb now that I didn't really investigate rotate-rise more :P

Thanks for the examples Nukey, good to see that these work.


Not at all, there is still a strange glitch that occurred to my S.E's which was preventing me from creating the desired effect and I still don't know why it happened? Everyone contributed in their own way, which eventually lead to a working solution. This only goes to show that with enough persistence nothing is truly impossible with Mapster and we all leant something in the process.

View Postoasiz, on 09 July 2016 - 04:56 PM, said:

Ah, I didn't know that the teleporter actually obeyed activatorlocked, interesting!


Previously I had already tried Nukey's solution, before posting to these forums. But it was only until I had to copied his S.E's and deleted mine before it worked as intended. This may have been a glitch from the version of Mapster I was using at the time of creating the S.E's which carried across to the newer version of Mapster. I'm hoping for some clarification on this.


This post has been edited by Paul B: 11 July 2016 - 07:52 PM

1

User is offline   Nukey 

  • 221

#26

View PostPaul B, on 11 July 2016 - 07:28 PM, said:

But it was only until I had to copied his S.E's and deleted mine before it worked as intended. ... I'm hoping for some clarification on this.

This bug exists in the original game too, and it's directly related to the sprite number of the SE0 (which explains why simply deleting and replacing the SE0 fixes the issue). It's a quirky one for sure.


View Postoasiz, on 11 July 2016 - 06:06 PM, said:

Man, I feel dumb now that I didn't really investigate rotate-rise more :P

It took me one decade to realize a Touchplate was affected by angle, and two decades to realize a Cycler was affected by angle. Give me another decade, and I'll tell you which angle is currently mocking me.

This post has been edited by Nukey: 12 July 2016 - 12:33 AM

2

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks are property of their respective owners. Yes, our forum uses cookies. © 2017 Voidpoint, LLC

Enter your sign in name and password


Sign in options