In Hexen mode, the sector specials available are:
Or, to use the LightSequence specials, just place the LightSequenceStart special on a sector. Then, for each additional sector, alternate between LightSequenceSpecial1 & LightSequenceSpecial2. The resulting phased lighting will appear to move toward the sector marked with LightSequenceStart.
For instance, if you wanted phased lighting to flow up a staircase, you could either place Light_Phased on each step, and change the phase index (lightlevel) accordingly. Or, you could place LightSequenceStart on the bottom step (and set that step's lightlevel to something mid-ranged), and then let the game calculate the phase indices for each step by placing the LightSequenceSpecial specials on all other steps. Note that for the LightSequenceSpecial specials to have proper lighting, set their lightlevels to zero, which causes it to use the previous sector's lightlevel. Hence, that "nice value" which was placed on the first step will iterate through all the other steps. If a step's lightlevel is not zero, then that value will filter down to all other steps after it.
To build stairs using any of the four stair-builders listed above, set the first sector's type to Stairs_Special1. Then alternate between Stairs_Special2 and Stairs_Special1 for the remaining sectors you want in the staircase.
Bit | Hex Equiv | Meaning |
---|---|---|
8-9 | 0x0300 | Damage amount (see below) |
10 | 0x0400 | Sector is a secret |
11 | 0x0800 | Friction can be controlled in this sector |
12 | 0x1000 | BOOM pusher effects work in this sector |
Using the BOOM bitfields, four damage amounts are possible:
Value | Use | Amount |
---|---|---|
0 | 0x0000 | No damage |
1 | 0x0100 | 5 units of damage per 32 tics |
2 | 0x0200 | 10 units of damage per 32 tics |
3 | 0x0300 | 20 units of damage per 32 tics |