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Boom lift/elevator under 242 deep water


Jon

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I have a Boom map with an elevator/lift which I want to be positioned underneath boom 242 water. I am having trouble figuring out how to combine the two requirements.

So in other words, I have a fake floor which is positioned using a tagged 242 linedef in a control sector. Say the surrounding area floor is at height 0, the water (thus control sector) floor is at height 24, and the elevator/lift floor height is something above that, say, 128.

The problem is, this behaviour -- having the real floor height above the control sector - triggers the invisible floor effect.

Is it possible to resolve this?

One thing I am going to try is to not tag-pair the elevator with a 242 control sector at all, and instead, leave off the lower textures on the bounding linedefs for the surrounding floor, which will have deep water, hoping that the deep water bleeds over the missing lower linedefs. I will have to ensure the difference between lift lowest position and water is large enough that the elevator floor is not visible.

The other thing I can try is moving the control sector's floor as well, but coordinating that may be very difficult (conveyors and voodoos perhaps)

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I had the reverse situation: an uneven floor with parts of it 'underwater' with a Boom 242 effect, with the water rising/lowering and thus the higher parts of the floor being flooded/drained.

I still use voodoo doll 'scripting' for that. I guess you could convert everything to acs, but so far I haven't bothered.

The level of the 242 effects is controlled by dummy sectors (obviously) with scripting lowering or raising the floor/ceiling of these control sections. The 'pillars' are also affected by 242 effects. When 'dry', the 242 faked floor is at the same height as the normal floor, when flooded the 242 faked floor is above it. I use a control texture at the triggers (16 units in my case) to set the height difference; and multiple actions of these 16 unit actions to raise flood levels well above player height. The rest is just careful timing.

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Mordeth said:

I had the reverse situation: an uneven floor with parts of it 'underwater' with a Boom 242 effect, with the water rising/lowering and thus the higher parts of the floor being flooded/drained.

I still use voodoo doll 'scripting' for that. I guess you could convert everything to acs, but so far I haven't bothered.


FWIW, I'm targetting Boom but this is in WadC so if the solution is horribly laborious that's ok; it will be all tucked away inside a function definition and just called whenever needed. (the map is currently at 128 control sectors and I've really only mocked out the layout so far)

Mordeth said:

The level of the 242 effects is controlled by dummy sectors (obviously) with scripting lowering or raising the floor/ceiling of these control sections. The 'pillars' are also affected by 242 effects. When 'dry', the 242 faked floor is at the same height as the normal floor, when flooded the 242 faked floor is above it. I use a control texture at the triggers (16 units in my case) to set the height difference; and multiple actions of these 16 unit actions to raise flood levels well above player height. The rest is just careful timing.


Thanks. I guess the root of my problem is the quite different behaviours of when the fake floor is above or below the real one. I've worked around this in one area by just making sure that the elevator is always above the water level, but in another area, that will compromise the map quite a lot.

Edit: argh. I've just realised, I can't currently try the "missing lower texture" approach with WadC, because it doesn't give you fine control over putting a different texture on each sidedef. I need to have the elevator texture on the outer sidedef, and it's the same line that is drawn on the inside once the elevator is below the water line. I might mock this up in a traditional editor and if that ends up being my solution, extend WadC (again)

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Your problem is that you attempt to put the fake floor below your real floor, meaning your pillar / elevator vanishes above that point. You need to set up a script that stops the fake floor at the real floor level for your pillar, but continues down for the water sectors.

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