WATERMAP
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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.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
You lost me on that one. The player's view of the world is the world; if the player doesn't view it, it doesn't exist, so to speak. ???LilWhiteMouse wrote:FadeTo() changes the players view, not the world.
From my experiment, FadeTo changes the entire map, what I'd tend to call "the world". Is there a way to have it affect only tagged sectors?
It does give the desired foggy affect however, but I don't see how BioHazard is going to use it to color his water without also coloring the normal above-water sectors. In his DM map, players jump into and out of the water at will and some water areas (the entry/exit ports) are transfer height specials with most of the underwater area being normal sectors with no transfer height special.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
It means that the FadeTo value is not a property of the map but of the player. That means that the affected player will see everything with the altered colors but if a second player was in the same spot he would not. Obviously this means that 'the world' has not been changed by this command!Biff wrote:You lost me on that one. The player's view of the world is the world; if the player doesn't view it, it doesn't exist, so to speak. ???LilWhiteMouse wrote:FadeTo() changes the players view, not the world.
From my experiment, FadeTo changes the entire map, what I'd tend to call "the world". Is there a way to have it affect only tagged sectors?
- Bio Hazard
- Posts: 4019
- Joined: Fri Aug 15, 2003 8:15 pm
- Location: ferret ~/C/ZDL $
- Contact:
no, i used fadeto in the scipt thit i used for the splashing sounds:
and when the player gets out of the water
come on biff... i thought you looked at my scripts 
Code: Select all
script 200 (void) // splash in south
{
thingsound(6, "watr_in", 100);
fadeto(0,0,255,0.35,0);
}Code: Select all
script 201 (void) // splash out south
{
thingsound(6, "watr_out", 100);
fadeto(255,255,255,0,0);
}