Floor movement classic specials

From Eternity Wiki
Jump to navigationJump to search
Back to Linedef types

Floor targets

Lowest Neighbor Floor (LnF)

This means that the floor moves to the height of the lowest neighboring floor including the floor itself. If the floor direction is up (only possible with generalized floors) motion is instant, else at the floor's speed.

Next Neighbor Floor (NnF)

This means that the floor moves up to the height of the lowest adjacent floor greater in height than the current, or down to the height of the highest adjacent floor less in height than the current, as determined by the floor's direction. Instant motion is not possible in this case. If no such floor exists, the floor does not move.

Lowest Neighbor Ceiling (LnC)

This means that the floor height changes to the height of the lowest ceiling possessed by any neighboring sector, including that floor's ceiling. If the target height is in the opposite direction to floor motion, motion is instant, otherwise at the floor action's speed.

8 Under Lowest Neighbor Ceiling (8uLnC)

This means that the floor height changes to 8 less than the height of the lowest ceiling possessed by any neighboring sector, including that floor's ceiling. If the target height is in the opposite direction to floor motion, motion is instant, otherwise at the floor action's speed.

Highest Neighbor Floor (HnF)

This means that the floor height changes to the height of the highest neighboring floor, excluding the floor itself. If no neighbor floor exists, the floor moves down to -32000. If the target height is in the opposite direction to floor motion, the motion is instant, otherwise it occurs at the floor action's speed.

8 Above Highest Neighbor Floor (8aHnF)

This means that the floor height changes to 8 above the height of the highest neighboring floor, excluding the floor itself. If no neighbor floor exists, the floor moves down to -31992. If the target height is in the opposite direction to floor motion, the motion is instant, otherwise it occurs at the floor action's speed.

Ceiling

The floor moves up until its at ceiling height, instantly if floor direction is down (only available with generalized types), at the floor speed if the direction is up.

24 Units (24)

The floor moves 24 units in the floor action's direction. Instant motion is not possible with this linedef type.

32 Units (32)

The floor moves 32 units in the floor action's direction. Instant motion is not possible with this linedef type.

512 Units (512)

The floor moves 512 units in the floor action's direction. Instant motion is not possible with this linedef type.

Shortest Lower Texture (SLT)

The floor moves the height of the shortest lower texture on the boundary of the sector, in the floor direction. Instant motion is not possible with this type. In the case that there is no surrounding texture the motion is to -32000 or +32000 depending on direction.

None

Some pure texture type changes are provided for changing the floor texture and/or sector type without moving the floor.

Up/Down Absolute Param

Only available to parameterized floor specials, this target moves the floor in its indicated direction by the number of units provided as a special argument.

To Absolute Height

Only available to parameterized floor specials, this target moves the floor to an exact height which is provided as a parameter. This floor type always moves either up or down to the given height depending on whether it is higher or lower than the floor's current position. This means that instantaneous motion is not possible.

Varieties of floors

A floor can be activated by pushing on a linedef bounding it (generalized types only), or by pushing on a switch with the same tag as the floor sector, or by walking over a linedef with the same tag as the floor, or by shooting a linedef with the same tag as the floor with an impact weapon.

A floor can move either Up or Down.

A floor can move with speeds of Slow, Normal, Fast, or Turbo. If the target height specified by the floor function (see Floor Targets above) is in the opposite direction to the floor's motion, then travel is instantaneous, otherwise its at the speed specified. Parameterized floor types can move at any speed.

A floor action can be a texture change type, in which case after the action the floor texture of the affected floor, and possibly the sector type of the affected floor are changed to those of a model sector. The sector type may be zeroed instead of copied from the model, or not changed at all. These change types are referred to below as Tx (texture only), Tx0 (type zeroed), and TxTy (texture and type changed). The model sector for the change may be the sector on the first sidedef of the trigger (trigger model) or the sector with floor at destination height across the lowest numbered two-sided linedef surrounding the affected sector (numeric model). If no model sector exists, no change occurs. If a change occurs, floor texture is always affected, lighting is never affected, even that corresponding to the sector's type, nor is any other sector property other than the sector's type.

Numeric model algorithm:

1) Find all floors adjacent to the tagged floor at destination height

2) Find the lowest numbered linedef separating those floors from that tagged

3) The sector on the other side of that linedef is the model

A floor action can have the crush property, in which case players and monsters are crushed when the floor tries to move above the point where they fit exactly underneath the ceiling. This means they take damage until they die, leave the sector, or the floor action is stopped. A floor action never reverses on encountering an obstacle, even if the crush property is not true, the floor merely remains in the same position until the obstacle is removed or dies, then continues.

Floor linedef types

Regular and Extended Floor Types
-------------------------------------------------------------------
#     Class   Trig   Dir Spd   Chg  Mdl Mon Crsh  Target

60    Reg     SR     Dn  Slow  None --  No  No    Lowest Neighbor Floor
23    Reg     S1     Dn  Slow  None --  No  No    Lowest Neighbor Floor
82    Reg     WR     Dn  Slow  None --  No  No    Lowest Neighbor Floor
38    Reg     W1     Dn  Slow  None --  No  No    Lowest Neighbor Floor
     
177   Ext     SR     Dn  Slow  TxTy Num No  No    Lowest Neighbor Floor
159   Ext     S1     Dn  Slow  TxTy Num No  No    Lowest Neighbor Floor
84    Reg     WR     Dn  Slow  TxTy Num No  No    Lowest Neighbor Floor
37    Reg     W1     Dn  Slow  TxTy Num No  No    Lowest Neighbor Floor

69    Reg     SR     Up  Slow  None --  No  No    Next Neighbor Floor
18    Reg     S1     Up  Slow  None --  No  No    Next Neighbor Floor
128   Reg     WR     Up  Slow  None --  No  No    Next Neighbor Floor
119   Reg     W1     Up  Slow  None --  No  No    Next Neighbor Floor

132   Reg     SR     Up  Fast  None --  No  No    Next Neighbor Floor
131   Reg     S1     Up  Fast  None --  No  No    Next Neighbor Floor
129   Reg     WR     Up  Fast  None --  No  No    Next Neighbor Floor
130   Reg     W1     Up  Fast  None --  No  No    Next Neighbor Floor

222   Ext     SR     Dn  Slow  None --  No  No    Next Neighbor Floor
221   Ext     S1     Dn  Slow  None --  No  No    Next Neighbor Floor
220   Ext     WR     Dn  Slow  None --  No  No    Next Neighbor Floor
219   Ext     W1     Dn  Slow  None --  No  No    Next Neighbor Floor

64    Reg     SR     Up  Slow  None --  No  No    Lowest Neighbor Ceiling
101   Reg     S1     Up  Slow  None --  No  No    Lowest Neighbor Ceiling
91    Reg     WR     Up  Slow  None --  No  No    Lowest Neighbor Ceiling
5     Reg     W1     Up  Slow  None --  No  No    Lowest Neighbor Ceiling
24    Reg     G1     Up  Slow  None --  No  No    Lowest Neighbor Ceiling

65    Reg     SR     Up  Slow  None --  No  Yes   Lowest Neighbor Ceiling - 8
55    Reg     S1     Up  Slow  None --  No  Yes   Lowest Neighbor Ceiling - 8
94    Reg     WR     Up  Slow  None --  No  Yes   Lowest Neighbor Ceiling - 8
56    Reg     W1     Up  Slow  None --  No  Yes   Lowest Neighbor Ceiling - 8

45    Reg     SR     Dn  Slow  None --  No  No    Highest Neighbor Floor
102   Reg     S1     Dn  Slow  None --  No  No    Highest Neighbor Floor
83    Reg     WR     Dn  Slow  None --  No  No    Highest Neighbor Floor
19    Reg     W1     Dn  Slow  None --  No  No    Highest Neighbor Floor

70    Reg     SR     Dn  Fast  None --  No  No    Highest Neighbor Floor + 8     
71    Reg     S1     Dn  Fast  None --  No  No    Highest Neighbor Floor + 8     
98    Reg     WR     Dn  Fast  None --  No  No    Highest Neighbor Floor + 8     
36    Reg     W1     Dn  Fast  None --  No  No    Highest Neighbor Floor + 8     

180   Ext     SR     Up  Slow  None --  No  No    Absolute 24
161   Ext     S1     Up  Slow  None --  No  No    Absolute 24
92    Reg     WR     Up  Slow  None --  No  No    Absolute 24
58    Reg     W1     Up  Slow  None --  No  No    Absolute 24

179   Ext     SR     Up  Slow  TxTy Trg No  No    Absolute 24
160   Ext     S1     Up  Slow  TxTy Trg No  No    Absolute 24
93    Reg     WR     Up  Slow  TxTy Trg No  No    Absolute 24
59    Reg     W1     Up  Slow  TxTy Trg No  No    Absolute 24

176   Ext     SR     Up  Slow  None --  No  No    Abs Shortest Lower Texture
158   Ext     S1     Up  Slow  None --  No  No    Abs Shortest Lower Texture
96    Reg     WR     Up  Slow  None --  No  No    Abs Shortest Lower Texture
30    Reg     W1     Up  Slow  None --  No  No    Abs Shortest Lower Texture

178   Ext     SR     Up  Slow  None --  No  No    Absolute 512
140   Reg     S1     Up  Slow  None --  No  No    Absolute 512
147   Ext     WR     Up  Slow  None --  No  No    Absolute 512
142   Ext     W1     Up  Slow  None --  No  No    Absolute 512

190   Ext     SR     --  ----  TxTy Trg No  No    None
189   Ext     S1     --  ----  TxTy Trg No  No    None
154   Ext     WR     --  ----  TxTy Trg No  No    None
153   Ext     W1     --  ----  TxTy Trg No  No    None

78    Ext     SR     --  ----  TxTy Num No  No    None
241   Ext     S1     --  ----  TxTy Num No  No    None
240   Ext     WR     --  ----  TxTy Num No  No    None
239   Ext     W1     --  ----  TxTy Num No  No    None

The following tables show the possibilities for generalized floor linedef type parameters. Any combination of parameters is allowed:

Slow and Fast represent the same speeds as slow and fast regular floors. Normal is twice as fast as slow, Fast is twice normal, Turbo is twice Fast.

Generalized Floor Types
---------------------------------------------------------------------------
#      Class   Trig   Dir Spd   *Chg *Mdl Mon Crsh  Target

6000H- Gen     D1/DR  Up  Slow   None Trg Yes Yes   Lowest Neighbor Floor
7FFFH          S1/SR  Dn  Normal Tx   Num No  No    Next Neighbor Floor
               W1/WR      Fast   Tx0                Lowest Neighbor Ceiling
               G1/GR      Turbo  TxTy               Highest Neighbor Floor
                                                    Ceiling
                                                    24
                                                    32
*Mon(ster) enabled must be No if                    Shortest Lower Texture
Chg field is not None

Tx = Texture copied only           Trg = Trigger Model
Tx0 = Texture copied and Type->0   Num = Numeric Model
TxTy = Texture and Type copied

Parameterized Floor Types

  • 306 Floor_RaiseToHighest(tag, speed, change, crush)
  • 307 Floor_LowerToHighest(tag, speed, change)
  • 308 Floor_RaiseToLowest(tag, change, crush)
  • 309 Floor_LowerToLowest(tag, speed, change)
  • 310 Floor_RaiseToNearest(tag, speed, change, crush)
  • 311 Floor_LowerToNearest(tag, speed, change)
  • 312 Floor_RaiseToLowestCeiling(tag, speed, change, crush)
  • 313 Floor_LowerToLowestCeiling(tag, speed, change)
  • 314 Floor_RaiseToCeiling(tag, speed, change, crush)
  • 315 Floor_RaiseByTexture(tag, speed, change, crush)
  • 316 Floor_LowerByTexture(tag, speed, change)
  • 317 Floor_RaiseByValue(tag, speed, height, change, crush)
  • 318 Floor_LowerByValue(tag, speed, height, change)
  • 319 Floor_MoveToValue(tag, speed, height, change, crush)
  • 320 Floor_RaiseInstant(tag, height, change, crush)
  • 321 Floor_LowerInstant(tag, height, change)
  • 322 Floor_ToCeilingInstant(tag, change, crush)
tag: Tag of sector whose floor to move. Use zero if the intended sector is behind the activating linedef, if applicable.
speed: Speed in eights of units per tic. Doom's usual floors are equivalent to 8, others to 32. Note that some of Doom's drawbridges use the speed of 4.
height: How many vertical map units to move the floor, if the parameterized special allows it.
change: Set up whether to change the texture and/or type and how:
  • 0 : No texture or type change.
  • 1 : Copy texture, zero type; trigger model.
  • 2 : Copy texture, zero type; numeric model.
  • 3 : Copy texture, preserve type; trigger model.
  • 4 : Copy texture, preserve type; numeric model.
  • 5 : Copy texture and type; trigger model.
  • 6 : Copy texture and type; numeric model.
crush: If greater than zero, amount of damage to inflict at each four tics on obstructing shootable objects.
  • 397:Floor_Waggle ( tag, height, speed, offset, timer )
This special implements the sinusoidal floor motion from Hexen. Its tag and speed parameters bear similar properties to the other floor specials, but -
  • height - waggle amplitude in 1/8 units
  • offset - phase offset; how much to delay the waggle in relation to others (0 to 63, in byte angles)
  • timer - time in seconds the waggle lasts. Zero means permanent
  • 375:Radius_Quake (intensity, duration, damageradius, quakeradius, tid)
This special implements the earthquake effect, centred on the map spot with the given tid, with user-selectable intensity, duration and separate thing damage radius and tremor radius (both being multiplied with 64).