Sector over sector trick

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Captain Proof
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Sector over sector trick

Post by Captain Proof »

I'm starting to get all the basics down,but I still have more questions that aren't answered in the guide on the zdoom wiki.

I have set up an area that is supposed to be floor over floor,and the only way I could do this is by placing a portal for the lower and upper sector and then making a staircase with the silent teleport linedef.Though it's a good effect it's still noticeable that you aren't climbing stairs.I was wondering if there was anything I could do to smooth this out.

And any further info on where I can find out how to activate linedef's via the script would be appreciated.
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JonayaRiley
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Re: Sector over sector trick

Post by JonayaRiley »

Post a sample WAD, perhaps?
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Captain Proof
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Re: Sector over sector trick

Post by Captain Proof »

Crap I'm at work,Here's an example though.

ImageImage

I want to make the illusion that it's sector over sector,but right now you can notice that I'm just using the silent teleport trick.
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Kappes Buur
 
 
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Re: Sector over sector trick

Post by Kappes Buur »

Captain Proof wrote:... Though it's a good effect it's still noticeable that you aren't climbing stairs.I was wondering if there was anything I could do to smooth this out.
You definitely want to read this thread http://forum.zdoom.org/viewtopic.php?f=3&t=19422

When using stairs to extend the simulation of room over room, it is important to preserve the orientation of the player, so use acspecial 71:Teleport_NoFog instead of 70:Teleport.
Captain Proof wrote:... And any further info on where I can find out how to activate linedef's via the script would be appreciated.
What exactly are you looking for other than http://zdoom.org/wiki/Action_specials
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Captain Proof
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Re: Sector over sector trick

Post by Captain Proof »

Awesome,many thanks.The way I've got it set up is that everything is the same size and all,that was just a rough draft since I don't have access to my comp right now.

I'm looking for things like Scroll Texture west,raise/lower floor...the main problem I'm having is trying to spawn an ambient sound to a designated mapspot.

For example:You flip the switch on a generator which executes the following script.

Code: Select all

Script 7 (Void)
{
            Print (s:"Access to Purging tunnels Granted.");
            Spawn_Thing (5,"Amb25");
}
I don't think that's exactly the way it would look but you catch my drift.

EDIT:Ah,I checked out that link for the action specials,thanks.I must have overlooked it.
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JonayaRiley
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Re: Sector over sector trick

Post by JonayaRiley »

You don't need to do that... just place an ambient sound thing on the map as deactivated (in DB, set "dormant" to be checked in the thing dialogue) and use Thing_activate(TID) where TID is the tag of your ambient sound object.

If you're using ambient sounds, use SNFINFO to set up each sound as an index for the ambient sound thing, which will make it a lot easier to keep track of everything. Just write down what each index represents.
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Captain Proof
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Re: Sector over sector trick

Post by Captain Proof »

Thanks for the help,I also found more help with the sector over sector feel using the transfer heights linedef
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