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.
Sector over sector trick
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Captain Proof
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- JonayaRiley
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Re: Sector over sector trick
Post a sample WAD, perhaps?
- Captain Proof
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- Kappes Buur
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Re: Sector over sector trick
You definitely want to read this thread http://forum.zdoom.org/viewtopic.php?f=3&t=19422Captain 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.
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.
What exactly are you looking for other than http://zdoom.org/wiki/Action_specialsCaptain Proof wrote:... And any further info on where I can find out how to activate linedef's via the script would be appreciated.
- Captain Proof
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Re: Sector over sector trick
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.
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.
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");
}
EDIT:Ah,I checked out that link for the action specials,thanks.I must have overlooked it.
- JonayaRiley
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Re: Sector over sector trick
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.
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.
- Captain Proof
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Re: Sector over sector trick
Thanks for the help,I also found more help with the sector over sector feel using the transfer heights linedef