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3D floor lift problem


lukas2288

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Hello guys,

 

i´ve got problem with 3d moving floors (multisectors). Lifts works well but when i standing under them they got seperate after blocking one of them. I tried to link them with "Sector_SetLink" but i cannot find right solution for it. Wad file and video is included for better undestanding my problem.

 

 

https://www.mediafire.com/file/lbdm7kx6tcz7d70/example.wad/file

https://www.mediafire.com/file/ku7i3oo63rv2g8p/gzdoom_2024-03-19_19-58-11-90.mkv/file

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I'm fresh pale green in here but I've experience of ZDoom mapping some 10-16 years ago. :-) ZDoom wiki is a bit cryptic so here's the ACS way explained: 

Sector_SetLink (controltag, tag, surface, movetype);

* controltag : It's the tag of one sector that moves. In your wad it could be the centre pillar sector with tag 2. It's floor moves.

 

* tag : Tag of the sector you want to link to the controltag sector. In your wad it's the 3D floor control sector with tag 10.

 

* surface : The controltag sector's surface to follow. In ACS script it's 0 (false) for the floor, 1 (true) for the ceiling. In the above it was the floor of the central pillar sector: so the surface value is 0.

 

* movetype : The ZDoom wiki states:

> type can be a combination of the following flags:
> 1: link the tagged sector's floor to the specified surface of the control sector
> 2: link the tagged sector's ceiling to the specified surface of the control sector

In this case the target is that 3D floor's both ceil and floor follow the controltag sector. Because this bit is a combination of flags you'll add up both the values: For floor: 1 and for ceiling: 2. That means: 1+2 = 3. So the movetype is 3.

 

Now for the first lift the ACS script you'll get is:

script 3 OPEN { // script run automatically when the map starts
Sector_SetLink (2, 10, 0, 3);
}

! Yet one more thing ! In script 1 of your wad the 3D floor is moved by: 

> FloorAndCeiling_RaiseByValue(10,25,90);
> ...
> FloorAndCeiling_LowerByValue(10,25,90);

Remove both of those lines. As the 3D floor is now linked it'll automatically move with the centre pillar sector. Those extra movements would only be added up.

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Wau, thank you so much for explaining. You are right that wiki isn´t so much helpful in this state. Now all elevators in my maps works as they should. I´m working on some conversion of DM levels from my childhood when we were blasting each others after in old-school games after school.

 

10-16 years of doom mapping. Wau it is a long time already :-) I started with my doom modification back in 2012 but now after 12 years i´m back to finish it.:-) Doom is realy great game were community is still supporting it for more than 30 years.Oh god, this reminds me that i´m getting old :-D

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