How do I do this?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Eriance
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How do I do this?

Post by Eriance »

I'm trying to make my first reflective floor with GZdoom but cant figure out how. I tried making a control sector and tagging one of it's line with the appropriate arguments (like how 3d floors are done). That didn't work. I tried putting "Sector_SetPlaneReflection(stuff);" into my ACS scripts but DB wont let be compile it (get an error when trying to compile). I tried adding it to the list of specials in the DB folder. Didnt do any good. How doI do this anyway? I have a special Configuration file that I use for my mod, is there a way to add the GZdoom stuff to it? I've only added actors, never specials or sector stuff.
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Shinjanji
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Post by Shinjanji »

Is this in the "ZSPECIAL.ACS" in your DoomBuilder folder?

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159:Sector_SetPlaneReflection(3);
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Eriance
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Post by Eriance »

Shinjanji wrote:Is this in the "ZSPECIAL.ACS" in your DoomBuilder folder?

Code: Select all

159:Sector_SetPlaneReflection(3);
Yup. I but it right in there. Maybe I forgot to remove that ';' from the end of the previous command.
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DoomGuy
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Reflective surfaces

Post by DoomGuy »

I don't know if you resoved this problem yet or not, but you need to 'activate' the tagged line. I am using GZDoom and this works fine for me. You can put it right in your level. Depending on your use, either a walk line or a 'player use' (for a switch) setting will cause the tagged sector to change to 'reflect'. If you want it to be activated as soon as the game starts, you have to put it in a script. I'm not real 'up' on that aspect. I usually use a walk line. Put the walk line in a hallway or somewhere where it is crossed before you enter the room with the reflective sector. There are two arguments for this item 'floor' & 'ceiling'. The higher the number the more 'reflective' the floor or ceiling is. Hope this helps.
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Alter
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Post by Alter »

Update the gzdoom DB config!
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