start player on 3D floor
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- solarsnowfall
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Another solution? Isn't that what Nash already suggested?solarsnowfall wrote:Another solution might be to have a mapspot at the correct position you want the player to start at, then use one of the teleport functions with no fog to move him there at map start.
Anyways, that, to me, is a far more elegant way than the dummy sector route.Nash wrote:What I usually do is I put a map spot with gravity at the 3-d floor, and at the start, use ACS to silently teleport the player to the map spot.

TAtL, tU, aE
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It's in the script I included in the zip - A simple one-liner to lower the floor instantly. I guess you could even do that "mechanically" by lowering the floor quickly when the player walks off the supporting floor (crossing a floor-lower line of some sort).XDelusion wrote:I opened the map, it has a floor raised up for the player to stand and start on, but in the game that floor is not there.
how do I do that?
Could save me some scripting time!
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Every suggestion posted here is only a workaround that makes too much trouble in several cases. Just think of a deathmatch map with 3d floors...
I'd suggest adding a second sortiment of player / deathmatch starts to ZDoom/GZDoom that uses this Z-height attribute. Something like a "Player Start (no gravity)" category. And in case of placing 2 player starts of different types (for example player 1 with and without gravity) I'd suggest always using the "with gravity" before using the one without and "voila", we are done and happy
I'd suggest adding a second sortiment of player / deathmatch starts to ZDoom/GZDoom that uses this Z-height attribute. Something like a "Player Start (no gravity)" category. And in case of placing 2 player starts of different types (for example player 1 with and without gravity) I'd suggest always using the "with gravity" before using the one without and "voila", we are done and happy
