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Posted: Mon Sep 18, 2006 2:24
by solarsnowfall
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.
Posted: Mon Sep 18, 2006 4:35
by NeoHippo
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.
Another solution? Isn't that what Nash already suggested?
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.
Anyways, that, to me, is a far more elegant way than the dummy sector route.

Posted: Mon Sep 18, 2006 5:07
by Syfo-Dyas
Come to think of it, you can't use Fraggle Script for this anyhow, I forgot we were talking about a player start point and not just an enemy start point.
Posted: Mon Sep 18, 2006 11:50
by Enjay
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!

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).
Posted: Mon Sep 18, 2006 14:08
by solarsnowfall
NeoHippo wrote:Isn't that what Nash already suggested?
Do'h!
Posted: Mon Sep 18, 2006 15:31
by Eriance
Just make the starting floor the same height as the 3d floor and have it lower to it's intented height through a OPEN script. That way you wont gat the nudge at the beginning of the map from raising the floor from a level.
Posted: Mon Sep 18, 2006 15:54
by Enjay
Your suggestion is exactly what the example I posted on the previous page does. You don't get a "nudge" but you do hear a "clunk" when the floor reaches ground level. As I said in my other post, a silent sound sequence would sort that out.
Posted: Tue May 27, 2008 10:37
by Tormentor667
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
