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The Swinging Gate

This page will show you how to design a swinging Gate

There are other ways in which to do a gate, I know in Duke3d you can design a stand alone gate like the one in "Death Row" but I yet have to manage it in Shadow Warrior, if anyone has achieved it please let me know. Here we'll do the "Masked" gate which in most cases is just as good.

As most of you know when you mask a wall, the mask goes all the way up to the ceiling of your room, this is the reason why I say you cannot have a stand alone gate in SW, so we have to be carefull where we put our gate but there are ways...;-)

The Masked Gate.

Make a sector 6 x 6 in Grid 1 as shown below


Go into the 3D mode and raise the ceiling about 30 "Page Up's". Put some textures on the walls etc. In my example I used Tile 44 on the floor, Tile 3 on the walls, Tile 89 on the ceiling. This is the "sky" texture which we can parallax later.


Back in the 2D mode, put a small player sector in it somewhere as shown. I have used the standard size gate which is 8 grid squares long in Grid 3. Put a ST1 sprite in the the middle of the sector. Then set it up as follows

Sect_Rotator

Tag1 = 143

Tag2 = 201 (match - I always use 201 and up for gates)

Tag3 = 0 (0 = manual (ie spacebar) / 1 = switch)

Tag5 = -512 Angle to move

This is normally 512 for clockwise / -512 for anticlockwise.

Tag6 = 0

Tag7 = 10 (About the right speed for a gate)

Tag9 = 0

delay time in 1/8th of a second increments before the door closes.

Bool6 = 1 (Can operate it again while it's moving.)

Next we need to tell it where we want the pivot point to be. In this case the top left hand of the gate sector, so put an ST1 sprite there, you can find out how to align it in "The Swing Doors" section. Give it the following tags.

Sect_Rotator_Pivot

Tag1 = 144

Tag2 = 201 (match - same as the Sect_Rotator)


Ok, lets go back into the 3D mode and find this new "player" sector you made and put a dark texture on them, I used Tile 7. This will later on be changed.


Ok - if you now "walk" up to the gate sector on the floor, point your cursor to it and press the "M" key to mask it, you will see a "wall" appear as shown below.


Point your cursor at this wall and press the "V" key twice. Find Tile 75 and press enter. Ok now you have the gate but it goes all the way up to the ceiling as shown.


Now point your cursor to the gate sector on the ceiling, holding down the left mouse button, and press "Page Down" until your gate looks about right as shown.


Now put Tile 89 the "sky" texture on to the top gate sector as shown.


Ok now put the floor texture Tile 44 on the gate floor sector. Point your cursor at the "Main" sectors ceiling and press the "P" key to parallax it. Next point you cursor at the gates top sector where you put the sky texture and press "P" to parallax it. "Bingo" it vanishes.


All that is left to do now is to make one of the gate sector walls, either the back or front "bit blocking". This can be done in the 2D mode by pointing to the appropriate wall and press the "B" key so it goes magenta in color.

There you have a gate. Add appropriate sound - 155 is a nice squeeky gate with a Tag7 speed of 10. Go test it out.

Ok - that's it on gates.....