==================== A Control-Z Tutorial ==================== Creating an Earthquake NOTE: Please refer to the quake.map file when working through this tutorial. 1. In 2D mode, create a large sector (this will surround the area damaged by the earthquake). Put the cursor in this area, hold the left key and press the key. Give this area a specific RX ID tag number (I used 111). 2. Next, create a separate sector that will simulate the area damaged by the earthquake. Put your cursor in this area, hold the left key and press the key. Change this area's type to 600 : Z Motion, and give this area a separate RX ID tag number (I used 101). File out the pertinent data like so: Type 600 : Z Motion RX ID : 101 Trigger Flags: x 1-Shot OFF->ON: busytime = 33 Wave 1 : Linear ON->OFF: busytime = 33 Wave 1 : Linear Trigger ON: x Enter (To start quake when step on sector) or: x Exit (to start quake when step off sector) 3. Go to 3D mode, place your cursor on the quake sector, hold the left key and press the key. Now lower the quake sector to the depth you want it to sink, hold the left key and press the key. Finally, raise the quake sector back so it is aligned with the surrounding area. You can place a sound effect sprite (#2520) in the quake area and give it the following data: data1: 66 data2: 265 4. Place an earthquake sprite (#2072) in the sector just outside (or surrounding) the quake area. Give it an RX ID of the surrounding sector (remember, I used 111), and change its data1 tag to 700. 5. Save your map and exit. Now when you play your level you should have an earthquake. You can place Hidden Exploder sprites around the area to add the effect of explosions when the ground is sinking, or place so Gib Object sprites around to throw out garbage. If you do not know how to do this see the tutorial concerning EXPLOSIVE CRACKS in walls. ============================================= Tutorial and Sample Map by Control-Z (Craig Duckett - Seattle, WA - July 13, 1997)