Current in deep water
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Current in deep water
Hello!
Is there a way to make a current underwater?
I've used 3D swimmable floor and this special: http://zdoom.org/wiki/Sector_SetCurrent to have a current underwater, but it doesn't work. The player won't drift with the current at all.
I also tried to figure out how to scroll the surface of the river, but I didn't succeed in scrolling because the surface is actually the ceiling of the dummy sector. I know about this special: http://zdoom.org/wiki/Scroll_Ceiling but it doesn't have a type parameter as opposed to the Scroll_Floor. I'd like to have something like this for ceiling: SCROLL_AND_CARRY — Does both.
So as for the surface I'd like to have a scroll & carry type, but I'd like to have a carry only type underwater.
By the way what's the difference between carry and wind? I'm not familiar with Boom. I have some experience only in zdoom editing.
Is there a way to make a current underwater?
I've used 3D swimmable floor and this special: http://zdoom.org/wiki/Sector_SetCurrent to have a current underwater, but it doesn't work. The player won't drift with the current at all.
I also tried to figure out how to scroll the surface of the river, but I didn't succeed in scrolling because the surface is actually the ceiling of the dummy sector. I know about this special: http://zdoom.org/wiki/Scroll_Ceiling but it doesn't have a type parameter as opposed to the Scroll_Floor. I'd like to have something like this for ceiling: SCROLL_AND_CARRY — Does both.
So as for the surface I'd like to have a scroll & carry type, but I'd like to have a carry only type underwater.
By the way what's the difference between carry and wind? I'm not familiar with Boom. I have some experience only in zdoom editing.
- ChronoSeth
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Re: Current in deep water
IIRC, Carry affects actors on the floor of the sector. Wind affects all actors in the sector, regardless of Z-height.
As for your problem, I can't really be of much help. I didn't even know Sector_SetCurrent existed.
As for your problem, I can't really be of much help. I didn't even know Sector_SetCurrent existed.

Re: Current in deep water
It's pretty confusing actually; which is why I wrote [wiki=carrying_sector]this article[/wiki] and its counterpart on the Doom wiki.
- cypherphage
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Re: Current in deep water
The best I've been able to achieve is using Sector_SetWind on the sectors I want to move the player, and setting the puller sector flag. Unfortunately, it has an effect both above and bellow the surface and I have yet to find something better.
Gez, I think your article is wrong where it states "Wind defined with Sector_SetWind instead of one of the Heretic sector types above will only work if the affected sectors have the "wind" flag set. This wind affects flying or falling actors in full force, and actors standing on the ground at half force. Actors within deep water are unaffected." 3D water sectors are in fact affected.
Gez, I think your article is wrong where it states "Wind defined with Sector_SetWind instead of one of the Heretic sector types above will only work if the affected sectors have the "wind" flag set. This wind affects flying or falling actors in full force, and actors standing on the ground at half force. Actors within deep water are unaffected." 3D water sectors are in fact affected.
Re: Current in deep water
Are you sure? Where can I set that wind flag? Is it a sector special that you're writing about?3D water sectors are in fact affected.
I've used Sector_SetWind and wind north special, neither of them worked.
Re: Current in deep water
[wiki=Sector_type#Generalized_flags]Yep.[/wiki]cocka wrote:Where can I set that wind flag? Is it a sector special that you're writing about?
Re: Current in deep water
Well, I succeeded in scrolling the surface of the river with the help of Scroll_Ceiling, but it won't carry the player.
I'm puzzled.
I'm puzzled.
- NeuralStunner
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Re: Current in deep water
From what I've seen, the area inside a 3D liquid is treated like a floor. Does it work to use Scroll_Floor as well?
Re: Current in deep water
I don't know it yet, but I'm going to give it a try.
Re: Current in deep water
Well, I've checked what you recommended for me but it doesn't work either.
Here is the wad file, just have a look at it. Then tell me if I did something wrong.
I originally built a spiral staircase but then I extended the map because I would have liked to create a little stream upstairs but I still don't know the way how to do that properly.
The leftmost triangle is the dummy sector for the stream. The scrolling and colouring can be found in the acs script. By the way, the map is for Hexen.
Here is the wad file, just have a look at it. Then tell me if I did something wrong.
I originally built a spiral staircase but then I extended the map because I would have liked to create a little stream upstairs but I still don't know the way how to do that properly.
The leftmost triangle is the dummy sector for the stream. The scrolling and colouring can be found in the acs script. By the way, the map is for Hexen.
- cypherphage
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Re: Current in deep water
Ok, there are two problems. First, setting wind on the control sector's doesn't seem to do anything (report as a bug?), instead you need to set the actual sector to have wind. Next, you need to enable the pusher flag, see attached picture. This effect is far from perfect, but unless graf or randy decide to fix this its the best that can be done (to my knowledge at least).
Re: Current in deep water
Yeah, it must be a bug because it doesn't work as expected.setting wind on the control sector's doesn't seem to do anything (report as a bug?)
OK, but in this case the special will affect the whole sector even above the surface of the river.instead you need to set the actual sector to have wind.
Anyway, thanks for your help.
LOL, I've tested it and it doesn't work at all.

Re: Current in deep water
So there is no solution for this, isn't there?
So the surface of the river should be scroll and carry type, the underwater section should be wind type without scrolling the bottom.
So the surface of the river should be scroll and carry type, the underwater section should be wind type without scrolling the bottom.
- cypherphage
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- Joined: Sun Feb 27, 2011 2:54 am
Re: Current in deep water
Did you make those two changes? Check the changed map, the wind now affect both above and bellow the water.
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spiralstaircase.wad
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Re: Current in deep water
Yes, I did.
Oh well, you said this:

OK, so the trick is the following:
The main sector has to be carry type with pusher function + SetWind in acs.
The dummy sector has to be wind type + ScrollCeiling in acs for the surface.
Thank you.
The problem was that I expected that the wind special is for "pushing" you just like the wind does, but it didn't work.
I did some experiments with it and it turned out that the dummy sector didn't require the wind special at all. And I forgot to mention that flying above the surface of the river pushes you too. That's what I didn't want.
Oh well, you said this:
So I deleted the special of the control sector and gave the normal sector the wind flag with the push effect.setting wind on the control sector's doesn't seem to do anything (report as a bug?), instead you need to set the actual sector to have wind.

OK, so the trick is the following:
The main sector has to be carry type with pusher function + SetWind in acs.
The dummy sector has to be wind type + ScrollCeiling in acs for the surface.
Thank you.
The problem was that I expected that the wind special is for "pushing" you just like the wind does, but it didn't work.
I did some experiments with it and it turned out that the dummy sector didn't require the wind special at all. And I forgot to mention that flying above the surface of the river pushes you too. That's what I didn't want.
