Tutorial 2
Spawning monsters

RTS Online: Tutorial 3
Controlling faded lights
Tutorial 4
Triggering multiple line types


Using a trigger to control faded lights:
This trigger is an advanced used of the sectorl function. Normally you would use this function to instantly raise or lower the light level in a sector, or set of sectors. Combining this with tagged_repeatable, you can raise or lower the light level in increments, creating a faded light effect.

The only thing to be aware of is the light level is only noticeable at increments of about 10 units. So don't waste time trying to get the light super tweaked to change at increments of 1 unit.

In this example we will mess around with DOOM2 MAP01 again, lowering the light level of the start room and triangular stairs to total blackness. Again, the tagged_immediate function is there for completeness, but is not required because of the radiustrigger's radius.


1) add the start_map function:
-use e1m1 for DOOM, and map01 for DOOM2 -this defines what map the following radiustrigger is applied to, and the start of this map block
2) add the radiustrigger function:
-set x=0, y=0, and radius=-1, leave high and low z blank -this puts the triggers center at 0,0, and -1 means the radius covers the entire map, and defines the start of this trigger
3) add the tagged_immediate function:
-this makes the trigger active when the map starts
4) add the sectorl functions:
-set sector number=0, and light change=-10 -this lowers the light level of sector 0 (zero) by 10 units -negative values lower the light level from what they currently are in the map, positive values raise the light level from what they currently are in the map

-hit the Clear Fields button and add the rest of the sectorl functions for sectors 2-6 (the triangular stairs), but with the following attributes:

sector=2, light change=-10
sector=3, light change=-10
sector=4, light change=-10
sector=5, light change=-10
sector=6, light change=-10


5) add the tagged_repeatable function:
-set number to repeat to 21 -this lowers the light level a total of -210 (21 repeats at -10 units light change for each repeat, enough to get all sectors to zero -they will stop when they hit zero, it won't crash)

-select the prefab delay of 1/16 second -there will be a 1/16 second delay before each repeat (you can speed this up or slow it down to your liking later)
6) add the end_radiustrigger function:
-this defines the end of this trigger
7) add the end_map function:
-this defines the end of this map block
Your code output should look like this: