Sector property specials

212:Sector_SetColor (tag, r, g, b)

tag
Tag of affected sector
r
Amount of red in the light
g
Amount of green in the light
b
Amount of blue in the light

Sets the color of light in a sector. By default, sectors have white light (red, green, blue are all 255). If a sector's color is changed during gameplay, another sector should already have the desired color (possibly by using an open script to set the color of a dummy sector that the player will never see). This is because there can be a noticable delay while the game constructs the tables for a color for the first time. You can use the testcolor console command to test a color from within the game.

213:Sector_SetFade (tag, r, g, b)

tag
Tag of affected sector
r
Amount of red to fade to
g
Amount of green to fade to
b
Amount of blue to fade to

Sets the color that lights in the tagged sectors fade to. By default, this is whatever the level's fadeto is specified as being in a MAPINFO lump, or black, if it doesn't specify a fadeto. The note about changing a sector's color during the middle of gameplay also applies here. You can use the testfade console command to test a fade from within the game.

214:Sector_SetDamage (tag, amount, mod)

tag
Tag of affected sector
amount
Amount of damage to applay
mod
Means-of-death identifier

Sets the amount of damage done to a player in a sector. This is in addition to whatever is specified by the sector's special. Damage amount below 20 will only hurt the player if he doesn't have an environment suit. Damages between 20-49 will occasionally hurt the player even with an environment suit on. Damages of 50 and above will always hurt the player unless he is in god mode.

216:Sector_SetGravity (tag, ipart, fpart)

tag
Tag of affected sector
ipart
Integral part of the gravity multiplier
fpart
Fractional part of the gravity multiplier

Sets the amount of gravity in a sector. The actual formula used is sv_gravity * (ipart + fracpart * 0.01). SV_Gravity is a cvar that defines "normal" gravity. So Sector_SetGravity (1, 0, 50) would set a sector to half normal gravity, Sector_SetGravity (1, 2, 0) would be double normal gravity, Sector_SetGravity (1, 1, 0) would be normal gravity, etc.

219:Sector_SetFriction (tag, amount)

tag
Tag of affected sector
amount
Amount of friction

Only valid during initialization. Sets a sector's friction. If amount is 0, then the amount of friction is determined by the line's length (just like BOOM's 223 linedef). If amount is in the range 1-200, it sets the amount of friction directly.

218:Sector_SetWind (tag, amount, angle, useline)

tag
Tag of affected sector
amount
Stregth of the wind
angle
Angle the wind blows
useline
Get strength and angle from the line instead?

Only valid during initialization. If useline is 1, this behaves just like BOOM's 224 linedef. If useline is 0, then the magnitude and angle parameters are used instead of the size and orientation of the line.

220:Sector_SetCurrent (tag, amount, angle, useline)

tag
Tag of affected sector
amount
Strength of the current
angle
Angle the current flows
useline
Get strength and angle from the line instead?

Only valid during initialization. If useline is 1, this behaves just like BOOM's 225 linedef. If useline is 0, then the magnitude and angle parameters are used instead of the size and orientation of the line.

183:Line_AlignFloor (lineid, side)
184:Line_AlignCeiling (lineid, side)

lineid
Line to use for alignment
side
Align sector in front of or behind the line?

Causes the tops of the floor or ceiling textures in the front (0) or back (1) of the specified line to align with the line. Any future scrolling or rotation of the floor or ceiling will use this new alignment as a basis, unless changed again with one of these specials. The reason for this is so that once rotating sectors are a reality, you only need to align the texture once, and it will stay aligned as you rotate the sector.

185:Sector_SetRotation (tag, floor-angle, ceiling-angle)

tagTag of affected sector
floor angleAngle to rotate floor
ceiling angleAngle to rotate ceiling

Sets the angles that the floor and ceiling textures in the specified sector are rendered at. 0 is normal. The angles are specified in degrees (0-359).

186:Sector_SetCeilingPanning (tag, u-int, u-frac, v-int, v-frac)
187:Sector_SetFloorPanning (tag, u-int, u-frac, v-int, v-frac)

tagTag of affected sector
u-intIntegral part of the horizontal offset
u-fracFractional part of the horizontal offset
v-intIntegral part of the vertical offset
v-fracFractional part of the vertical offset

Pans the floor or ceiling texture in the specified sector horizontally (x) and/or vertically (y). The formula for selecting a panning value for the two parts is the same as for Sector_SetGravity. Example: Horizontal panning is calculated as u-int + (u-frac * 0.01). For most purposes, you can probably leave the ?-frac parts as 0 and just set the ?-int parts.

188: Sector_SetCeilingScale (tag, u-int, u-frac, v-int, v-frac)
189: Sector_SetFloorScale (tag, u-int, u-frac, v-int, v-frac)

tagTag of affected sector
u-intIntegral part of the horizontal scalar
u-fracFractional part of the horizontal scalar
v-intIntegral part of the vertical scalar
v-fracFractional part of the vertical scalar

Scales the floor or ceiling texture in the specified sector horizontally (x) and/or vertically (y). The formula for calculating a scaling value with the specials is the same as for the previous two.