Sector_Remove3DFloor

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BlazingPhoenix
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Sector_Remove3DFloor

Post by BlazingPhoenix »

It's basically like Sector_Set3DFloor, except it just has the tag for one argument and it gets rid of the 3D Floor that is tagged.
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Enjay
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Re: Sector_Remove3DFloor

Post by Enjay »

Given that 3D floors need to be there at map startup, not set by a script, it wouldn't be exactly the same. :P

Even if it could work (and I have no idea if it could) on most occasions, you can simply move the 3D floor up or down so that it is above the ceiling/below the floor of the play sector, effectively removing it. Is there a reason that you cannot do that?
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Graf Zahl
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Re: Sector_Remove3DFloor

Post by Graf Zahl »

3D floor are static data that cannot be removed at run time. Do as Enjay suggested.
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Re: Sector_Remove3DFloor

Post by Dethernal »

But If I move floor down and player stand up under this 3d floor? Maybe need function Sector_Setup_3dFloor(int lineid,int type,int flags, int alpha)? even if not all the flags and types can be set, it will still be useful.
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Graf Zahl
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Re: Sector_Remove3DFloor

Post by Graf Zahl »

3D floor are static data that cannot be altered at run time.
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Logan MTM
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Re: Sector_Remove3DFloor

Post by Logan MTM »

Also you could just move the control sector with high speed moviment!

I used this trick in map04 of LOS! Works fine!
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