sector_set3dfloor problems

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
User avatar
Lioyd_Irving
Posts: 122
Joined: Sun Dec 30, 2007 15:44
Location: Where ?

Post by Lioyd_Irving »

No worky. Builder doesn't recognize the sector_set3dfloor command and refuses to compile my script.
Jack the Ripper, Charles Manson and Adolf Hitler all drank water. You criminal scum !
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

you can't use that command in a script. It has to be placed in the map itself.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

BTW, I split this off from the Documentation thread.
User avatar
Lioyd_Irving
Posts: 122
Joined: Sun Dec 30, 2007 15:44
Location: Where ?

Post by Lioyd_Irving »

Then how am i supposed to place it ?
Jack the Ripper, Charles Manson and Adolf Hitler all drank water. You criminal scum !
User avatar
Cutmanmike
Posts: 482
Joined: Sat Sep 03, 2005 23:34

Post by Cutmanmike »

Make a new sector outside of the map and give it to one of the lines. The height of the ceiling and floor specifies how big the 3d floor is (as well as the textures of the floor/ceiling and walls).
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

If it's of any interest, here's a little test map I made up a while back for trying out a few 3D floor techniques.

http://www.zen64060.zen.co.uk/3d_floor.zip

There are scripts in it, but they are only used for setting the colours or moving the floors (which can be done without scripts).
User avatar
Lioyd_Irving
Posts: 122
Joined: Sun Dec 30, 2007 15:44
Location: Where ?

Post by Lioyd_Irving »

Err, yea, thanks, it's nice to tell me but right after my post, I discovered it - and I had no more access to the Internet. Thanx anyway. :)
Jack the Ripper, Charles Manson and Adolf Hitler all drank water. You criminal scum !
User avatar
Dave_B
Posts: 34
Joined: Sat Nov 24, 2007 7:07
Location: Auckland, NZ
Contact:

Post by Dave_B »

You'd have to use a linedef and a model sector for this to work, like Cutmanmike says, but if you really need to get some specials (such as reflective floors) working using scripts, then use the following as an example.

Sector_SetPlaneReflection

Add this line to your ACS.cfg file:

Sector_SetPlaneReflection = "tag, floor, ceiling)";

Add this line to your zspecials.acs file:

159:Sector_SetPlaneReflection(3),


This is how I got reflective floors to work with Deathmatch levels, since this special needed to be loaded upon 'start-up'. I use Doom Builder for level editing, so I'm not exactly sure how other editors will react to these changes.

I highly recommend backing up these files BEFORE attempting to edit them, in case something goes wrong.
Locked

Return to “GZDoom”