sector_set3dfloor "bitset"
Moderator: Graf Zahl
- Cutmanmike
- Posts: 482
- Joined: Sat Sep 03, 2005 23:34
sector_set3dfloor "bitset"
What is it? To define new line types in Wadauthor (Yeah shush, I can't get used to DB yet) you need the "bitset" of the line type. What is it if it has one?
- DoomGuy
- Posts: 47
- Joined: Tue Apr 25, 2006 4:02
Line bit set
Hey Cutmanmike,
I found this information in the help index of DeePsea. It shows the bit of the line for different settings. Hope it helps!
Line Flags
The following flags are starred with an asterisk if they're new for Hexen:
Bits Meaning when Set
0 impassable - the line cannot be crossed.
1 impassable to monsters only.
2 two-sided
3 upper texture is unpegged (drawn from top-down)
4 lower/middle texture is unpegged (drawn from bottom-up)
5 secret - the line appears as impassable on the automap.
6 sound can't travel through the line for monsters' ears.
7 never draw the line on the auto-map, even with the map cheat enabled.
8 the line is always drawn on the auto-map, even if it hasn't been seen by the player.
* 9 the line's special ([3-1]) is repeatable, ie: it can be activated more than once.
* 10..12 the line's special activation, ie: how the special is activated.
Value Activated when...
0 Player crosses the line
1 Player uses the line with the use key
2 Monster crosses the line
3 Projectile impacts the wall
4 Player pushes the wall
5 Projectile crosses the line
To get the special activation, use the following formula:
activation := (line.flags BITAND 0x1C00) BITSHIFTRIGHT 10
I found this information in the help index of DeePsea. It shows the bit of the line for different settings. Hope it helps!
Line Flags
The following flags are starred with an asterisk if they're new for Hexen:
Bits Meaning when Set
0 impassable - the line cannot be crossed.
1 impassable to monsters only.
2 two-sided
3 upper texture is unpegged (drawn from top-down)
4 lower/middle texture is unpegged (drawn from bottom-up)
5 secret - the line appears as impassable on the automap.
6 sound can't travel through the line for monsters' ears.
7 never draw the line on the auto-map, even with the map cheat enabled.
8 the line is always drawn on the auto-map, even if it hasn't been seen by the player.
* 9 the line's special ([3-1]) is repeatable, ie: it can be activated more than once.
* 10..12 the line's special activation, ie: how the special is activated.
Value Activated when...
0 Player crosses the line
1 Player uses the line with the use key
2 Monster crosses the line
3 Projectile impacts the wall
4 Player pushes the wall
5 Projectile crosses the line
To get the special activation, use the following formula:
activation := (line.flags BITAND 0x1C00) BITSHIFTRIGHT 10
- Cutmanmike
- Posts: 482
- Joined: Sat Sep 03, 2005 23:34
- Lumpy
- Posts: 20
- Joined: Fri Sep 02, 2005 4:54
- Location: PA, USA
- Contact:
Here add this ander the section titled [Special.Types]
0x0a0 1 Sector_Set3DFloor ( tag, type, flags, alpha, - )
or use this if you don't like hex
160 1 Sector_Set3DFloor ( tag, type, flags, alpha, - )
The first number is the line number, it can be hex or deca WA doesn't care. The second number is the section the line will be classified in. I have it set to 1 right now, which in my config is the "special" class.
0x0a0 1 Sector_Set3DFloor ( tag, type, flags, alpha, - )
or use this if you don't like hex
160 1 Sector_Set3DFloor ( tag, type, flags, alpha, - )
The first number is the line number, it can be hex or deca WA doesn't care. The second number is the section the line will be classified in. I have it set to 1 right now, which in my config is the "special" class.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Cutmanmike
- Posts: 482
- Joined: Sat Sep 03, 2005 23:34