Polyobjects
Posted: Wed Jun 19, 2019 12:18 pm
It would be good if you would make polyobjects on which you could sit and move horizontally. Like on quake elevators. not only up and down. Back and forward
I believe there are other hacky ways now, too, that basically involve creating a polyobject where one or more sides are portals, but this is buggy and will absolutely cause the engine developers to swear a blood-vendetta against you.Gez wrote:Technically you can, but it's quite complex and, in fact, it's more complex than attempting to replicate the effect with an actor IIRC. Gooberman made some experimentations with the concept:
https://www.doomworld.com/idgames/prefabs/floordmo
https://www.doomworld.com/idgames/prefabs/flordmo2
https://www.doomworld.com/idgames/prefabs/flordmo3
Something that would be handled on the native side would probably be simpler to use for the average modder, but you need to find a developer willing to implement it...
CanCollideWith virtual. You can basically define your own type of hitbox in a way using that, but it only works for actors and not actual map collision.Cherno wrote:^This would only really work with rectangular objects which are also aligned along the world's xy axis, due to the way Doom handles actor hitboxes.
I have used CanCollideWith in the past but I fail to see how it would help registering collisions of a, let's say, triangular or disk-shaped platform.Major Cooke wrote:CanCollideWith virtual. You can basically define your own type of hitbox in a way using that, but it only works for actors and not actual map collision.Cherno wrote:^This would only really work with rectangular objects which are also aligned along the world's xy axis, due to the way Doom handles actor hitboxes.