sector_set3dfloor problems
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- Lioyd_Irving
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- Graf Zahl
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- Lioyd_Irving
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- Cutmanmike
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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).
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).
- Lioyd_Irving
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- Dave_B
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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.
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.