Slope linedef types: Difference between revisions

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Eternity allows you to add slopes to levels, like in ZDoom. They're set up through linedefs, which are activated at level startup.
Eternity allows you to add slopes to levels, like in [http://zdoom.org/wiki/Slopes ZDoom]. They're set up through [[linedef types|linedefs]], which are activated at level startup. Note that contrarily to ZDoom slopes, the physics code in Eternity Engine ignores slopes for the moment: as far as collisions and movements go, a sloped sector is still flat.


The slope linedefs work by aligning a sector (front or back) to reach the height of another (back or front) along the linedef.
The slope linedefs work by aligning a sector (front or back) to reach the height of another (back or front) along the linedef.
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The slope specials are:
The slope specials are:
{ 386, "Slope_FrontsectorFloor" },
* 386: Slope_FrontsectorFloor - The floor of the front sector is sloped to reach the height of the back sector floor.
{ 387, "Slope_FrontsectorCeiling" },
* 387: Slope_FrontsectorCeiling - The ceiling of the front sector is sloped to reach the height of the back sector ceiling.
{ 388, "Slope_FrontsectorFloorAndCeiling" },
* 388: Slope_FrontsectorFloorAndCeiling - The floor and the ceiling of the front sector are sloped to reach the height of the back sector floor and ceiling respectively.
{ 389, "Slope_BacksectorFloor" },
* 389: Slope_BacksectorFloor - The floor of the back sector is sloped to reach the height of the front sector floor.
{ 390, "Slope_BacksectorCeiling" },
* 390: Slope_BacksectorCeiling - The ceiling of the front sector is sloped to reach the height of the front sector ceiling.
{ 391, "Slope_BacksectorFloorAndCeiling" },
* 391: Slope_BacksectorFloorAndCeiling - The floor and the ceiling of the back sector are sloped to reach the height of the front sector floor and ceiling respectively.
{ 392, "Slope_BackFloorAndFrontCeiling" },
* 392: Slope_BackFloorAndFrontCeiling - The floor of the back sector slopes to the height of the front sector floor; the ceiling of the front sector slopes to the height of the back sector ceiling.
{ 393, "Slope_BackCeilingAndFrontFloor" },
* 393: Slope_BackCeilingAndFrontFloor - The ceiling of the back sector slopes to the height of the front sector ceiling; the floor of the front sector slopes to the height of the back sector floor.
* 394: Slope_FrontFloorToTaggedSlope - Copies the floor slope of a like-tagged sector to the frontsector of the line with the special.
{ 394, "Slope_FrontFloorToTaggedSlope" },
* 395: Slope_FrontCeilingToTaggedSlope - Copies the ceiling slope of a like-tagged sector to the frontsector of the line with the special.
{ 395, "Slope_FrontCeilingToTaggedSlope" },
* 396: Slope_FrontFloorAndCeilingToTaggedSlope - Copies both the floor and ceiling slope of a like-tagged sector to the frontsector of the line with the special.
{ 396, "Slope_FrontFloorAndCeilingToTaggedSlope" },
 
The copy specials do:
 
394 - Copies the floor slope of a like-tagged sector to the frontsector of the line with the special.
 
395 - Copies the ceiling slope of a like-tagged sector to the frontsector of the line with the special.
 
396 - Copies both the floor and ceiling slope of a like-tagged sector to the frontsector of the line with the special.

Revision as of 19:23, 31 December 2009

Eternity allows you to add slopes to levels, like in ZDoom. They're set up through linedefs, which are activated at level startup. Note that contrarily to ZDoom slopes, the physics code in Eternity Engine ignores slopes for the moment: as far as collisions and movements go, a sloped sector is still flat.

The slope linedefs work by aligning a sector (front or back) to reach the height of another (back or front) along the linedef.

The floor, the ceiling, or both can be sloped. The various linedefs listed below correspond to the possible combinations.

The slope specials are:

  • 386: Slope_FrontsectorFloor - The floor of the front sector is sloped to reach the height of the back sector floor.
  • 387: Slope_FrontsectorCeiling - The ceiling of the front sector is sloped to reach the height of the back sector ceiling.
  • 388: Slope_FrontsectorFloorAndCeiling - The floor and the ceiling of the front sector are sloped to reach the height of the back sector floor and ceiling respectively.
  • 389: Slope_BacksectorFloor - The floor of the back sector is sloped to reach the height of the front sector floor.
  • 390: Slope_BacksectorCeiling - The ceiling of the front sector is sloped to reach the height of the front sector ceiling.
  • 391: Slope_BacksectorFloorAndCeiling - The floor and the ceiling of the back sector are sloped to reach the height of the front sector floor and ceiling respectively.
  • 392: Slope_BackFloorAndFrontCeiling - The floor of the back sector slopes to the height of the front sector floor; the ceiling of the front sector slopes to the height of the back sector ceiling.
  • 393: Slope_BackCeilingAndFrontFloor - The ceiling of the back sector slopes to the height of the front sector ceiling; the floor of the front sector slopes to the height of the back sector floor.
  • 394: Slope_FrontFloorToTaggedSlope - Copies the floor slope of a like-tagged sector to the frontsector of the line with the special.
  • 395: Slope_FrontCeilingToTaggedSlope - Copies the ceiling slope of a like-tagged sector to the frontsector of the line with the special.
  • 396: Slope_FrontFloorAndCeilingToTaggedSlope - Copies both the floor and ceiling slope of a like-tagged sector to the frontsector of the line with the special.