Editing Floor movement classic specials
From Eternity Wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
=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. | |||
==Parameterized Floor Types== | ====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. | |||
''Back to [[Linedef types]]'' |