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Segments

ziplantil edited this page Jul 12, 2020 · 5 revisions

Segment Tool

Segment Data · Segment Functions · Segment Groups · Side & Point · Properties · Robot Maker Data · Damage Data · Trigger Data · Add & Delete

Segment Data

Text Description
Seg. # This is the list of segments currently in the level, numbered from 0 (thus the first segment has the number 0). It will also display the number of the current segment.
Function Controls the segment of the function. See the "Segment Functions" section below.
Light The light level within this segment from 0-100. Applies to players and robots within this segment, but not to the textures. This is what set segment light changes.

Segment Functions

Text Description
None A standard segment.
Fuel Center An energy center; a segment that the player can use to fill their energy (required for firing most weapons, refilling the afterburner, using headlight or flares, etc.) back to 100. Shows up as gold in the automap.
Repair Center (XL-exclusive) A repair center; behaves like an energy center, but for shields. Shows up as cyan in the automap.
Reactor Sometimes called a control center segment; this segment is intended to be used for the segment that contains the reactor, and must be used exactly once in all well-formed (non-XL) levels. Shows up as dark red in the automap.
Some multiplayer levels use these to prevent items from respawning within those specific segments.
Robot Maker Also called a materialization center or mat cen, this is a special type of segment that can spawn robots when activated, will spawn 3-6 robots one at a time (depending on the difficulty). On all difficulties except Insane (the highest), it may only be activated three times before deactivating permanently. Shows up as magenta in the automap (as does the player spawn segment, which it should not be confused with; player start segments are normal segments).
In the XL-exclusive Entropy game mode, this is used as the virus spawn.
Blue Goal Used to represent the goal for the blue team; functional only in the Capture-the-Flag and Hoard multiplayer modes. Shows up as blue in the automap.
Red Goal Used to represent the goal for the red team; functional only in the Capture-the-Flag and Hoard multiplayer modes. Shows up as bright red in the automap.
Blue Team (XL-exclusive) A segment owned by the blue team. Player spawns within these segments will never be used to spawn red team players.
Red Team (XL-exclusive) A segment owned by the red team; behaves similar to above.
Speed Boost (XL-exclusive) A segment that can be used with speed boost triggers to prevent the player from leaving the boosted segment on their own.
Sky Box (XL-exclusive) This segment can never be entered by the player, any projectiles that enter it will vanish immediately, and it will not show up in the automap. Designed to enclose the entire level or parts of it, and be textured to serve as a sky box.
Equip Maker (XL-exclusive) Same as a Robot Maker, except it spawns in powerups and not robots.

Segment Groups

A segment can belong to segment groups. These are used in the Entropy multiplayer mode (which is exclusive to D2X-XL) to group segments together, allowing for them to be considered as a single unit to own or capture.

Text Description
Owner Used for multiplayer segments in the Entropy mode (D2X-XL exclusive). "Neutral" is the default setting, "Unowned" are for segments unclaimed by teams but which can be captured, while "Blue Team" and "Red Team" start out as owned by the respective team.
Group Id The segment the group belongs to (as a non-negative integer), or -1 if none.

Side & Point

Contains buttons for selecting the current side number (numbered from 1 to 6) and the point/line for the selected side (numbered from 1 to 4), as well as the coordinates for the currently selected point. The "apply" button applies the new input coordinates, while "reset" reverts the text boxes back to the coordinates the point has.

Properties

Text Description
water (XL only) Whether the segment is "underwater" and will cause the same effects to players that are within the segment as water does to players that touch it.
lava (XL only) Whether the segment is "under lava" and will cause the same effects to players that are within the segment as lava does to players that touch it.
light fog (XL only) Whether the segment should be filled by a light fog.
dense fog (XL only) Whether the segment should be filled by a dense fog.
blocked (XL only) If checked, players will be blocked from entering the segment.
no damage (XL only) If checked, players will not be able to receive damage while inside the segment, and will also be unable to fire weapons.
self-illuminate (XL only) The segment will have ambient light. Intended for outdoor spaces.
end of exit tunnel Applies to sides, rather than segments. Removes the side from the segment, causing it to appear invisible. Any projectiles passing through it will be automatically removed, but players or robots still cannot pass through. Intended to be used at the very end of exit tunnels (for the last face the player flies through), and required for exit sequences to play. Should not be used outside of exit tunnels.

Robot Maker Data

Used to control which robots can spawn from robot makers (or which powerups from equip makers). Most robot types can be selected, but the new bot types added by Descent 2: Vertigo cannot (for technical reasons). The list on the left details the current types that can spawn, while the list on the right contains the possible choices.

Damage Data

Used to control the shield/energy data for segments. These are only used in XL and specifically in the Entropy game mode (TODO: how?).

Trigger Data

The list of triggers that point to the currently selected segment and side; the listed values are the segment and side that contains the trigger. Double-clicking one or clicking "trigger details" will open the trigger tool with the given trigger selected, while "wall details" will open the wall tool with the given wall selected.

Add & Delete

Text Description
add Adds a standard segment that is connected to the currently selected side. The size of the segment depends on the segment addition mode currently selected from the toolbar; see Segment Add Modes.
add bot maker Same as add, but the new segment is made a robot maker.
add equip maker Same as add, but the new segment is made an equip maker (XL only).
add fuel center Same as add, but the new segment is made an energy center.
add repair center Same as add, but the new segment is made a repair center (XL only).
add reactor Same as add, but the new segment is made a reactor segment. Note that this does not automatically add the reactor object itself, which is also required.
delete Deletes the currently selected segment from the level.
other segment Swaps the selection between the current and other segment, making the other segment the current selection and vice versa.
split (7 segs) Splits the current segment into 7 segments like so:

The split segment will remain connected to all sides as before.
split (8 segs) Splits the current segment into 8 segments like so, and automatically marks all newly created points:

The split segment will be separated from the sides it was connected with before.
make wedge (XL-exclusive) Make the current segment a wedge (triangular prism). The selected side is replaced with a line passing through its middle.
make pyramid (XL-exclusive) Make the current segment a pyramid shape. The selected side is replaced with a point.

Segment Add Modes

  • icon Normal: the new segment will extend 20 units from the side the new segment is created from, and the opposite side will be a 20x20 unit square. With standard 20x20x20 cubes, this results in normal 20x20x20 cubes. default
  • icon Extended: the new segment will preserve the shape of the side it is created from and will extend for as long as the selected segment (based on an average length of a normal from the side)
  • icon Mirrored: the new segment will be a mirror image of the selected segment around the currently selected side
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