Workshop - Step4 - Sectorfield mode

# Sectorfield mode

Sectorfields

### Sectorfield mode

In the chapter about theBasic concepts you should have learned some things about the sectorfields. By use of this rectangular areas you are able to tell the engine, where and on which height the player can move. By the way there is the possibility of defining contaminated areas through sectorfields. You also will need sectorfields for connecting sectors.

Usage of sectorfields:

- Area, the player can move in (collision with walls)
- Floorheight of area,
- contaminated grounds, health zones
- Connection to other sectors.

This part of the tutorial is thought to put sectorfields to the first sector. Please switch to Sector field-Modus, pressing F2 (in sectorwindow).

Sectorfields always consist of 4 cornerpoints and have to be konvex. Konvex means that it is possible to draw a straight from every corner to another cornerpoint without crossing another line of the same quad. Due to the fact that sectorfields are used to define the grounds the player can walk within they also define collisinons with walls, stairs and do on. So try to keep certain distance to this objects.

Caution: Sectorfields can cross each other but only 32 Sectorfields per sector are allowed . Please remember this designing complex rooms! This can be overridden by usage of multiple sectors. Later changing of sectors is rather tricky!

OK, already pressed F2 we are in sectorfiled mode. Using the left mouse button in conjunction with [SHIFT]-Key is made for setting points. Select points with the left mouse button. After that you can call the context menu with the right button.

Define 4 points in the corners of the first room:

Points for sectorfields have another color. Setting by default: green. Now select all 4 points, but look for the right order. Clockwise or counterclockwise !

Click right mouse button an select [Create sector field]:

A brown colored quad appears showing the sectorfield:

Tip I. To deselect simply click left mouse button in a empty area in the sectorfield window.

Select the sectorfield holdin the left mousebutton together with the [SHIFT]-Key. Then please open the popupmenu using right mousebutton :

Choose [Edit attributes] to switch to the following dialog:

For the first timeGeneralis all that is interesting for us: Floor height and Room height. The first defines the height of the rooms bottom, the second the height of the room itself. A quad is set the player can move in lateron. For the walls we defined floor height of 128, so we can leave this setting. Romm height also can be left set to 80 (maybe some higher for defining an outdoor area). Confirm clicking OK.

Tip II. Using popupmenu it is possible to clear or move already defined points.

Fisrt contact with sectorfield mode is finished now. Next is the next sector. If you got enough, close the sectorwindow, confirm saving and save the copmlete level by use of[File] [Save] in the main window.Now close the editor.

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