Floor RaiseByValue

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Revision as of 13:01, 26 February 2019 by Printz (talk | contribs) (Created page with "'''Floor_RaiseByValue'''(''tag'', ''speed'', ''height'', ''change'', ''crush'') *UDMF special: 23 Raises tagged sectors' floors' by a given ''height'' value. A ''speed''...")
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Floor_RaiseByValue(tag, speed, height, change, crush)

Raises tagged sectors' floors' by a given height value.

A speed of 8 is equivalent to most of Doom's specials. 32 is equivalent to a few others and is the same speed as that of conventional Doom elevators. Dividing speed by 8 results the number of units of movement per game tic.

Change can be one of the following:

  • 0: no change
  • 1: trigger model, clear the sector effect
  • 2: numeric model, clear the sector effect
  • 3: trigger model, only change texture
  • 4: numeric model, only change texture
  • 5: trigger model, change texture and type
  • 6: numeric model, change texture and type

Change's purpose is to modify the floor textures of the moved sectors and to add or remove floor damage effects or (since Boom) presence of friction or wind.

  • The trigger model means that the reference (target) texture and type are the ones from activator linedef's front sector. All tagged sectors will get data from this sector.
  • Numeric model means that the references are taken from target sectors' destination neighbours.

Crush is optional, and if nonzero, makes the floor crush the creatures caught in its path, with the damage set from this parameter. Unlike crushing ceilings, it will stay in place, doing damage, until it's unjammed. Under vanilla compatibility settings it may continue rising until stopping, potentially trapping the things. Typical damage, as used in classic Doom, is 10.

Do mind that under Boom compatibility mode (OPTIONS comp_floors set to YES), the sector will stop moving once the floor meets the ceiling. Otherwise it can continue rising.

See also