Sector SetWind: Difference between revisions

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Static special that sets wind on tagged sector(s). This is similar to [[Sector_SetCurrent]], but also affects things above ground, at greater degrees if they don't touch it or if they're above a [[Transfer_Heights]] fake ceiling.
Static special that sets wind on tagged sector(s). This is similar to [[Sector_SetCurrent]], but also affects things above ground, at greater degrees if they don't touch it or if they're above a [[Transfer_Heights]] fake ceiling.
The tagged sectors must have the wind generalized '''special''' field set. Under [[UDMF]], it's 4096. Under Boom it's 512.
You can use floor texture/type changing linedef specials to turn on or off the wind effect, similar to how you do it to affect damaging floors.


==Arguments==
==Arguments==

Revision as of 14:00, 10 May 2018

218:Sector_SetWind(tag, strength, angle, flags)

Static special that sets wind on tagged sector(s). This is similar to Sector_SetCurrent, but also affects things above ground, at greater degrees if they don't touch it or if they're above a Transfer_Heights fake ceiling.

The tagged sectors must have the wind generalized special field set. Under UDMF, it's 4096. Under Boom it's 512.

You can use floor texture/type changing linedef specials to turn on or off the wind effect, similar to how you do it to affect damaging floors.

Arguments

  • tag: tag of affected sector(s).
  • strength: wind's strength. Ignored if flags has bit 1.
  • angle: wind's direction as a byte angle. Ignored if flags has bit 1.
  • flags: optional modifier which can be a sum of any of the following values:
  • 1 (use line vector): if added, the wind's strength will be defined by linedef's length and direction, like in Boom, not by strength and angle.
  • 2 (Heretic wind): if added, the wind will behave like in Heretic. Otherwise it will behave like in Boom.

See also