floor_waggle

Archive of the old editing forum
Forum rules
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.
Locked
User avatar
Zell
Posts: 791
Joined: Thu Jul 24, 2003 7:47 am
Location: IN A GODDAMN BOX[In Erie.]

floor_waggle

Post by Zell »

how would i go about making floor waggle last forever?

as always, any help is appreciated

zell
Cyb
Posts: 912
Joined: Tue Jul 15, 2003 5:12 pm

Post by Cyb »

make the last argument 0 (I believe the last arg is time, well whichever arg is time make that one zero and it'll last forever)
User avatar
Zell
Posts: 791
Joined: Thu Jul 24, 2003 7:47 am
Location: IN A GODDAMN BOX[In Erie.]

Post by Zell »

cool; i got another questoin. I am trying to make waves, and i have everything set, but only one wave moves...lol it looks really crappy =p
Cyb
Posts: 912
Joined: Tue Jul 15, 2003 5:12 pm

Post by Cyb »

every sector you want to waggle needs to have its own tag and then be set to waggle. you'll also need to put a delay between starting the waggle for each sector, so like you can do:

Code: Select all

for(int x = 1; x <= 10; x++)
{
   Floor_Waggle (x, amp, freq, offset, 0)
   delay(4);
}
would start a wave of waggles on sectors tagged 1 through 10 with a delay of 4 tics between each waggle. Change the delay as you see fit for different looking waves etc
User avatar
Zell
Posts: 791
Joined: Thu Jul 24, 2003 7:47 am
Location: IN A GODDAMN BOX[In Erie.]

Post by Zell »

oh crap...lol here is the code im using (thats alot more to add =/ ):

Code: Select all

script 8 (void)
{
	scroll_texture_both(81,64,0,0,0);
	scroll_texture_both(80,0,64,0,0);
	scroll_floor(76, 0, 64 , 64);
	floor_lowertolowest(67,999);
	ChangeFloor(67, "FWATER1");
	scroll_floor(67, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(68,999);
	ChangeFloor(68, "FWATER1");
	scroll_floor(68, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(69,999);
	ChangeFloor(69, "FWATER1");
	scroll_floor(69, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(70,999);
	ChangeFloor(70, "FWATER1");
	scroll_floor(70, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(71,999);
	ChangeFloor(71, "FWATER1");
	scroll_floor(71, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(72,999);
	ChangeFloor(72, "FWATER1");
	scroll_floor(72, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(73,999);
	ChangeFloor(73, "FWATER1");
	scroll_floor(73, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(74,999);
	ChangeFloor(74, "FWATER1");
	scroll_floor(74, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(75,999);
	ChangeFloor(75, "FWATER1");
	Floor_Waggle(75, 20, 90, 5, 999);
	scroll_floor(75, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(50,999);//start the building lowering
	ChangeFloor(50, "FWATER1");
	Floor_Waggle(50, 20, 90, 5, 999);
	scroll_floor(50, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(51,999);
	ChangeFloor(51, "FWATER1");
	Floor_Waggle(51, 20, 90, 5, 999);
	scroll_floor(51, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(52,999);
	ChangeFloor(52, "FWATER1");
	Floor_Waggle(52, 20, 90, 5, 999);
	scroll_floor(52, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(53,999);
	ChangeFloor(53, "FWATER1");
	Floor_Waggle(53, 20, 90, 5, 999);
	scroll_floor(53, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(54,999);
	ChangeFloor(54, "FWATER1");
	Floor_Waggle(54, 20, 90, 5, 999);
	scroll_floor(54, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(55,999);
	ChangeFloor(55, "FWATER1");
	Floor_Waggle(55, 20, 90, 5, 999);
	scroll_floor(55, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(56,255);
	ChangeFloor(56, "FWATER1");
	Floor_Waggle(56, 20, 90, 5, 999);
	scroll_floor(56, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(57,255);
	ChangeFloor(57, "FWATER1");
	Floor_Waggle(57, 20, 90, 5, 999);
	scroll_floor(57, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(58,255);
	ChangeFloor(58, "FWATER1");
	Floor_Waggle(58, 20, 90, 5, 999);
	scroll_floor(58, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(59,255);
	ChangeFloor(59, "FWATER1");
	Floor_Waggle(59, 20, 90, 5, 999);
	scroll_floor(59, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(60,255);
	ChangeFloor(60, "FWATER1");
	Floor_Waggle(60, 20, 90, 5, 999);
	scroll_floor(60, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(61,255);
	ChangeFloor(61, "FWATER1");
	Floor_Waggle(61, 20, 90, 5, 999);
	scroll_floor(61, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(62,255);
	ChangeFloor(62, "FWATER1");
	Floor_Waggle(62, 20, 90, 5, 999);
	scroll_floor(62, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(63,255);
	ChangeFloor(63, "FWATER1");
	Floor_Waggle(63, 20, 90, 5, 999);
	scroll_floor(63, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(64,255);
	ChangeFloor(64, "FWATER1");
	Floor_Waggle(64, 20, 90, 5, 999);
	scroll_floor(64, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(65,255);
	ChangeFloor(65, "FWATER1");
	scroll_floor(65, 64, 0 , 0);
	delay(15);
	floor_lowertolowest(66,255);//end building lower
	ChangeFloor(67, "FWATER1");
	Floor_Waggle(67, 20, 90, 5, 999);
	scroll_floor(67, 64, 0 , 0);
}
that code does a lot of the lowering and scrolling ot make it look the ship is moving..i just thought that waves would make it better =D
Masterminded666

Post by Masterminded666 »

Oh man what a mess!!. Loops exists!!!. //no comments

SCRIPT 8 (Void)
{
scroll_texture_both(81,64,0,0,0);
scroll_texture_both(80,0,64,0,0);
scroll_floor(76, 0, 64 , 64);

For ( iTag = 67; iTag < 76; iTag++ )
{
floor_lowertolowest(iTag,999);
ChangeFloor(67, "FWATER1");
scroll_floor(67, 64, 0 , 0);
delay(15);
}

For ( iTag = 50; iTag < 67; iTag++ )
{
if ( iTag > 55 )
{
Floor_lowertolowest(iTag,255);
}
else
{
Floor_lowertolowest(iTag,999);
}
ChangeFloor(iTag, "FWATER1");
Floor_Waggle(iTag, 20, 90, 5, 999);
scroll_floor(iTag, 64, 0 , 0);
delay(15);
}

I think is all right
User avatar
Zell
Posts: 791
Joined: Thu Jul 24, 2003 7:47 am
Location: IN A GODDAMN BOX[In Erie.]

Post by Zell »

heh im still not major smart at programming =p i only use the way i first think of..witch is bad =/
Masterminded666

Post by Masterminded666 »

I was only kidding, its not bad at all, but if you keep the code simple then you dont have to spend a lot of time trying to recognize the function it does.
Locked

Return to “Editing (Archive)”