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Enhanced Duke Nukem Ideas
Copyright (C) 2000, Matt Saettler. All Rights Reserved.

View Already Implemented Enhanced Duke Nukem Site Matt Saettler

Criteria:
IdeaID is 84
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Ranking Name Thinker

666

Sector rotation control Veldrik
Very hard (impossible) to implement
Description a new sector effector and suitable command
This may be in Ken's build library, or it may be in the 3DRealms source code for duke. This only applies if it is the second.
You may know of the rotating sector effect. Used for things that turn around in circles. I was thinking that you could make a new sector effector (a new SE Lotag would be a more correct term) a hub for this, but it always faces the direction of the sector effector.
Then make a second command called
setsectoranglev
setsectorangle
That will change the sector effectors angle to that value in or
. If a sector effector with the new SE Lotag is no in the current sector, it just does nothing.
The sector will automatically rotate to face the same direction as the SE. This should be immediate, as we would then be able to code our own slow and
fast rotations into it, as we can just make the actor tell to add -1 to var before setting it, so it will slowly turn left (or right, which ever way it doesn't matter)
Similar code for this can probably also be found in the SUBWAY sector effectors.
If there are two of these in the same sector at load time, it should return an error saying you can only have one of these in each sector.
Setting R on the floor makes the sprites rotate with the sector.

this next one could be much harder, but just make a new sector effector lotag that is similar to the trains, but instead let the sector simply move around it's outside sector directly forward at a speed set by the SE Hitag.
(zero would be default)
This value could be later changed in the cons with
setsectorvelocityv
setsectorvelocity
if there isn't a SE with the correct lotag in the current sector, then it does nothing, else it will set the new sector velocity (SE Hitag) as or
Add some code to make sure that the SE Hitag will reset to 0 if it ever hits a wall of the outside sector. This will prevent the thing from driving through walls.
If there are two of these in the same sector at load time, it should return an error saying you can only have one of these in each sector.
Setting R on the floor makes the sprites move with the sector.

Even if either if the new sector effectors can't have inside sectors, we can
still assemble the desired effect out of flat sprites.
The first one would be the most important, as we would be able to create large gun turrets and so on.
With the second one (the velocity one) we could then make actual drivable objects, buy wacking in an actor to control it as a stearing control. If you can get both to work, you should be able to place them into one Sector Effector, with the direction defining the angle, and the hitag defining the velocity.
This will also keep all those build people happy as it is kind of a new build effect.
Matt's Comments I think I'm going to have to ready this at least 50 times to understand it :) Sector positions are under game control, so it might be possible