More on sectors:  rotating glass doors
rotating doors || water tanks 




Feel free to include or leave out whatever steps you want. This step by step is to make the same design as you see in the above screen captures. If you want to include a circular sector for the doors to turn inside of, then include all the steps discussed below. The doors are set in a hallway entering a subway platform.

The first thing that needs to be made is the circular sector that holds the doors.
Start by drawing a line across the hallway, as seen in pic1. Place the cursor on one side of that line and press the C key to start making the first half of the circle. When you press the C key, you will notice yellow squares which represent where the points will be upon executing this function (done by hitting the space bar). You will also notice a yellow  x . Change the grid size so that yellow x sits nicely on the line that you made in pic1. When the x sits perfectly on that line, press the space bar, once. The first half of the circle will be in place and the line you made will also disappear (see pic2). Redraw the line, again (see pic3). Then follow the above steps to make the second half and complete the circle (see pic4).




note: To abort the circle making process, just press the C key a second time.
Also, this circular sector might have been made free standing. However, the hallway was made an even number of grid squares wide and hence the circle and its center is easily found.
You wouldn't want wobbly spinning doors, would you?


 More on sectors:  rotating glass doors
rotating doors || water tanks 


Sprites dressed in yellow represent the gspeed sprites. Sector Effectors are in blue. The picture to the left shows the whole, completed effect. Yellow sprites are the "gspeed" sprites; sector effectors are in blue.
The grid size is the smallest one. Making the width of the doors two grid squares wide made it easy to find the center of the doors. Getting the sector effector directly center is the trickiest part of any spinning sector effect. The first thing we have to do is establish the center and make the bar in the middle of the doors. This is easy because we made the width of the hall an even number of grid squares. Make a square sector two grid squares wide in the North, South, East, and West direction from the center. With that done, make each of the door sectors off of this center square. Count the same number of squares from the center for each door. Either add or split the ends of these sectors for the bars on the outer side of each door and add all the sector effector sprites.


note: If you want the doors to spin counter clock wise then place the sector effectors as seen above. If you want the doors to spin in a clock wise direction, then have the tail of the sector effector in the center (lotag1) face South and all the other ones (lotags zero) face North. The easiest and fasted way to add all these sprites is to place one, give it its tags, select it by holding the right  Shift key and enclosing the sprite with the purple square. Once the sprite is selected in this manner, press the Insert key to duplicate the sprite and drag its double to where you need it. The duplicate will have the same tags. Do this for how many you need of the same effector. It is way faster. A duplicate will be made every time you press the Insert key so long as that sprite is selected. To deselect it, just press the right  Shift key, again.

note: In this example, the center effector was given a lotag of 1 and a unique hitag: 232. You can use whatever hitag you want but all the effectors that make this door spin must have the same unique hitag.
The other sector effectors in this example that take part in the spinning effect have the same hitag, 232, and a lotag of zero. This is the only instance where a sector effector, stylized "S" (tile#1) can have a lotag of zero. If you have ever had a map that worked in Build but not in the game, see Common Build Problems


 More on sectors:  rotating glass doors
rotating doors || water tanks 
Sector Effector: tile #1The design of this particular example makes it really easy to place the sector effector right in the middle of it. Note that the central effector's tail is facing North. You will also notice that all the other effectors of the same sort (in blue) are facing South. If you want the doors to spin the in the opposite direction, then place this central effector's tail facing South and its brothers facing North. The "gspeed" sprites (yellow) need to have their tails in the same direction of the central sprite in order get this effect to work properly. Adjust accordingly for your choice of direction.
note: If you want to make the center bar in this door rounded, just add a point to each side of the original square, turn the grid locking off and pull the sides out.
Sector Effector: hitag=232, lotag=1





Close Up: The ends of the Doors

Below is an image depicting the ends of the doors. Those small, rectangular sectors on the ends are the outside bars for each wing of the doors. Pull these sectors up to the ceiling along with the middle sector (the one that hosts the central sprite). Pull the floor sector up one unit and the ceiling sector down one unit for each of the longer sectors which will hold the glass for each door. Notice that the "gspeed" sprites (shown in these pictures in yellow) face the same direction of the sprite in the center of the doors.
Each gspeed was given a lotag of 90 (hitag left at zero).
 
Sprites dressed in yellow represent the gspeed sprites, hitags=0, lotags=90. Sector Effectors are in blue Outside the center sprite, these ones have hitags of 232 and lotags of zero.


Wrap up: We're almost finished
Sprites dressed in yellow represent the gspeed sprites. Sector Effectors are in blue. notes: No sector tags are needed for this effect.
If you have followed all the steps listed above, you should have rotating, glass doors in at least one of your maps. To put the glass in these doors, in 3d mode, stand in front of each door (there are four doors to put glass in to), place the cursor on the floor just in front of the glass sectors and press the "m" key. Give the masked wall tile # 503 and the blocking bit and hitscan: in 3d mode, press "b" and "h" on the glass. This will make the glass texture both block able and breakable. Made with aesthetics in mind: the glass in each door is on the side of the door so that as the doors spins toward you, the glass side faces the player.



rotating doors || water tanks