Sector SetCurrent: Difference between revisions
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Static special that sets a current on tagged sector(s). This is similar to [[Sector_SetWind]], but a current only affects things which touch the ground or are submerged in deep water (as when generated by [[Transfer_Heights]]). This is most likely useful for moving water currents, as an alternative to [[Scroll_Floor]]. | Static special that sets a current on tagged sector(s). This is similar to [[Sector_SetWind]], but a current only affects things which touch the ground or are submerged in deep water (as when generated by [[Transfer_Heights]]). This is most likely useful for moving water currents, as an alternative to [[Scroll_Floor]]. | ||
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== | ||
*''tag'': tag of affected sector(s). | *''tag'': tag of affected sector(s). | ||
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*''flags'': optional modifier which can be a sum of any of the following values: | *''flags'': optional modifier which can be a sum of any of the following values: | ||
:*1 (use line vector): if added, the current's strength will be defined by linedef's length and direction, like in [[Boom]], not by ''strength'' and ''angle''. | :*1 (use line vector): if added, the current's strength will be defined by linedef's length and direction, like in [[Boom]], not by ''strength'' and ''angle''. | ||
:*2 (Heretic | :*2 (Heretic wind): if added, the wind will behave like in [[Doom wiki:Heretic|Heretic]]. Otherwise it will behave like in Boom. | ||
==See also== | ==See also== | ||
*[[Scroll_Floor]] | *[[Scroll_Floor]] | ||
*[[Sector_SetWind]] | *[[Sector_SetWind]] | ||
[[Category:Editing]] |
Latest revision as of 03:27, 25 February 2019
220:Sector_SetCurrent(tag, strength, angle, flags)
Static special that sets a current on tagged sector(s). This is similar to Sector_SetWind, but a current only affects things which touch the ground or are submerged in deep water (as when generated by Transfer_Heights). This is most likely useful for moving water currents, as an alternative to Scroll_Floor.
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[edit]
- tag: tag of affected sector(s).
- strength: current's strength. Ignored if flags has bit 1.
- angle: current'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: