Basic Elevator



This is the basic tutorial to teach you how to create a Basic Elevator. To view this map in Shadow Warrior download elev1.zip




Fig 1. Room with peninsula sector.

1. First create a room using the space bar in 2D mode. Go to 3D mode and raise the ceiling height kind of high for this demo. You can do this by placing the cursor on the ceiling and holding down the right mouse button and pressing the PgUp key. Next, go back to 2D mode and insert a sector inside the first sector that you created using the space bar. Place the mouse cursor inside this new sector and press Alt-S. You will notice that the lines have turned red (Fig 1) indicating a sector inside a sector (two way walls). This will be our elevator for this demo, and is treated as a door.


Fig 2. Insert ST1 sprites.

2. Now insert a sprite in the second sector by pointing the mouse cursor in the door sector and hit "S". Go to 3D mode (numeric pad Enter) and the sprite will probably look like a gray wall tile (picnum). Place the cursor on it and press "V" twice. Now press "G" and enter 2307 and press Enter. This takes you to the ST1 sprite that we need. Now, press Enter again and we should be back in 3D mode with the ST1 sprite on the floor. Enter a second ST1 sprite which will be used for the sound in step 4.

3. Referring to the SPRITAGS.TXT file go to Hitag 92 (SECT_VATOR). Place the cursor on our first ST1 sprite in 2D mode and press Alt-H. Now enter 92 Enter. We need a low matching tag for our elevator, sounds, and anything else that we want connect to this door operation. If you don't know what your next tag number should be press F5 and it will tell you the next available tag number to use. In our case it will be 1. Press Alt-T and enter 1 Enter. There are TAG# and BOOL# numbers that need to address for our elevator to work at all. This you can see in the SPRITAGS.TXT mentioned above. To change the values of TAG# you press and hold the ' (under the ") key and the number you need to address. To change TAG3, press ' and 3 then enter the value and press Enter.

If you want the elevator to return after a period of time enter something like 35 to TAG9. Ok, now for the BOOL#. To enter a BOOL# you need to press ; and number. The number can only be a 1 or 0 nothing else.


Fig 3. A 3D view.

4. Insert another ST1 sprite next to the first one and give it a Hitag of 134 (sound spot) and the same Low tag of 1. Give TAG4 = 180 (the elevator sound). No BOOL# needs to be changed. Now, go back and raise the first sprite (Hitag of 92) to the height that you want the elevator to rise to. As with all door/elevator type sounds, you may have to play with the speed and/or height of the elevator so that when the sound stops so does the elevator.




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