Set Friction Directly in Sector in UDMF

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Enjay
 
 
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Set Friction Directly in Sector in UDMF

Post by Enjay »

Please forgive my ignorance because I don't know how or even if additional options like this can be added to the UDMF spec but it just struck me, while working on a map that needed a lot of [wiki]Sector_SetFriction[/wiki] calls in ACS, that it would be more convenient to be able to set friction directly in a sector. UDMF allows so many sector-specific features to be allocated directly (colour, fog, damage, terrain type, gravity, flat brightness and so on) that I was actually surprised to find friction was not one of the options.

So, can it be added? Does UDMF allow for it to be added?

Thanks.
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Graf Zahl
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Re: Set Friction Directly in Sector in UDMF

Post by Graf Zahl »

Surely it can. But internally friction is represented totally differently than what can be done via ACS. It actually consists of two parameters that nornally get derived from Boom's simplistic setup.
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Re: Set Friction Directly in Sector in UDMF

Post by Enjay »

Ah! Does that explain why setting friction via ACS doesn't require the friction flag to be enabled in a sector?

Back to the original request - would that mean that it wasn't a particularly valuable addition? The ZDoom style would be better from an end user perspective but if it isn't suitable, I don't think that having Boom-style would be that useful (in my opinion anyway). Perhaps some people would want it?

If it had to be the the Boom-style friction that could be settable on a per-sector basis, can that even be altered later on in a script?
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Graf Zahl
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Re: Set Friction Directly in Sector in UDMF

Post by Graf Zahl »

I'd rather do it right and fully expose the feature, which consists of two values - friction that determins how fast an actor decelerates and movefactor which determines how fast it accelerates. The default relationship between both is particularly poor for ice, you cannot get Heretic's ice sector values with the Boom special, for example.
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Re: Set Friction Directly in Sector in UDMF

Post by Enjay »

Graf Zahl wrote:I'd rather do it right...
As ever. Your approach to that is one of the reasons that GZDoom is such a strong port IMO. Wherever possible, provided that historical cruft etc doesn't get in the way, features are always implemented correctly and solidly with a definite right way to use them too.

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