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Posted: Mon Feb 11, 2008 8:36
by Lioyd_Irving
No worky. Builder doesn't recognize the sector_set3dfloor command and refuses to compile my script.
Posted: Mon Feb 11, 2008 9:28
by Graf Zahl
you can't use that command in a script. It has to be placed in the map itself.
Posted: Mon Feb 11, 2008 9:29
by Graf Zahl
BTW, I split this off from the Documentation thread.
Posted: Mon Feb 11, 2008 9:37
by Lioyd_Irving
Then how am i supposed to place it ?
Posted: Mon Feb 11, 2008 14:38
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).
Posted: Mon Feb 11, 2008 19:37
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).
Posted: Tue Feb 12, 2008 16:30
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.

Posted: Sat Mar 08, 2008 4:13
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.