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GodCells Posting Spree!
Joined: 02 Feb 2004 Location: Canada Quebec!
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Posted: Mon Feb 02, 2004 5:23 am Post subject: Jump... jump higher |
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I'm working on a themed DM wad. I didn't make any WAD for now 2 years, so I'm not up to date concerning Doom Port's new stuff.
I'v seen a kind of spot where you're propulsed very high in the air, TLSD2oo4 use 'em, in map10 I think. How can I implement those jump spot if I want to use them in my maps? Do you have a link or something that can help me?
Since zDoom's Randy Heit documentations is no longer up to date and there's no editing reference on zDaemon.org, I can't figure out how they work .
I created a section at WIP, screens are no longer up to date but it give the mood and the ambience.
http://wip.paci-fist.org/index.php?a=listwads&wad=105
Thanks. |
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Raider Lazy Admin
Joined: 29 Jul 2002
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Posted: Mon Feb 02, 2004 6:35 am Post subject: |
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I think what you're looking for is the "gravity" setting, which must be set at the server:
sv_gravity:
Sets the overall gravity of the entire level.
Type: float
Default: 800
Kilgore has been playing around with this lately. Hopefully he will comment. |
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Ralphis That blue hedgehog again of all places!
Joined: 13 May 2002 Location: Philadelphia Clan: Unidoom http://www.unidoom.org/
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Posted: Mon Feb 02, 2004 7:04 am Post subject: |
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No, he's looking for a sector setting in zdoom. Unfortunately, I don't know it. I'll look into it though |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Mon Feb 02, 2004 2:00 pm Post subject: |
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I think he's talking about the jump pads in tlsd2k4. In general I see 3 difffent items that may be pertinent to this thread:
1. Overall gravity: controlled by the "+sv_gravity NNN" cmd. line parameter on the server. It applies to the entire WAD and maps.
2. Sector gravity: it applies to parts of a map and is relative to the overall gravity. It is set by the WAD authors.
3. Jump pads: they are set by WAD authors; I'm sorry but I don't have any more info about them. |
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ATG_Death and this one time, at band camp...
Joined: 23 Feb 2003 Location: Estonia
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Posted: Mon Feb 02, 2004 5:10 pm Post subject: Re: Jump... jump higher |
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GodCells wrote: | How can I implement those jump spot if I want to use them in my maps? |
There are 2 actions in zdoom that can help you - ThrustThing and ThrustThingZ. The first one pushes you on x/y axes (horizontally), second on z axis (up/down). The best way to implement them is to put special things in the sector you want to change to jump pad - Actor that executes the special once you hit that sector with your feet. (If I remember that's how it's done in tlsd2004)
Testing different combinations of ThrustThing and ThrustThingZ forces you can find the one that suits best. |
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GodCells Posting Spree!
Joined: 02 Feb 2004 Location: Canada Quebec!
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Posted: Mon Feb 02, 2004 11:21 pm Post subject: Cool! |
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Quote: | I think what you're looking for is the "gravity" setting |
I known about sv_gravity... I was realy talking about jump pad/spot.
Now I catch it, there's a new ACS internal function! TrustThingZ... Since TLSD2oo4 scripts aren't inside of the WAD file I couldn't guess this new feature. That's great! zDoom/zdaemon (and skulltag!!) editing reference really need to be updated.
Thank you all for your help. |
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ATG_Death and this one time, at band camp...
Joined: 23 Feb 2003 Location: Estonia
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Posted: Tue Feb 03, 2004 12:39 am Post subject: |
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Actually scripts ARE in the wad (though this trick wasn't made with acs).
You can find a good reference here, I believe it's the most up-to-date atm. |
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GodCells Posting Spree!
Joined: 02 Feb 2004 Location: Canada Quebec!
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Posted: Wed Feb 04, 2004 2:53 am Post subject: |
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oh wow! It's what I realy need! Great doc. |
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