Navigate InfoSuite Introduction README The Basics Advanced FX References Game Secrets Hosted At | Advanced FX - Vertically Moving Sectors - C : Piston Piston Also known as an Engine/Engine Piston/Crusher, this effect causes the ceiling to lower and raise itself repeatedly. Create the Piston sector. Place an `S[Channel,25]` (`M[AudibleRadius,AmbientSound], Speed[0,Speed]`) within the Piston sector. For `AudibleRadius`, 1024 is equal to the largest grid square. The vertical height of the `S` determines the Piston's initial height. The ceiling height of the Piston determines the highest position it can reach before returning to the ground. Note: It is possible to link this effect to a Switch via the `Channel` value, but the Piston will be active by default regardless of the Switch's initial status. Because of this, the "activated"/"deactivated" messages will always be incorrectly swapped. Also, if you are using an ambient sound for the Piston, then the sound will not stop when the Piston stops. For these reasons, I recommend setting the `Channel` value to 0 and leaving the Piston to be active indefinitely. Return to top