Sector changing players speed
Sector changing players speed
How do you make a sector slow the player down? Just want to experiment with something within GZDoom Builder. I highly doubt that this is possible.
RE: Sector changing players speed
Use "actor enters sector" and "actor leaves sector" things, and make the things execute a script that uses SetActorProperty(0,"APROP_Speed", scalar amount).
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Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
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TheMisterCat
- Posts: 79
- Joined: Mon Jun 04, 2012 2:21 pm
- Location: NZ
RE: Sector changing players speed
Forgot about that, lol.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Sector changing players speed
Additive air control can hack through slowdown, while changing actor's speed cannot. Would have to use compat_limited_airmovement for this.TheMisterCat wrote: http://zdoom.org/wiki/Sector_SetFriction
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TheMisterCat
- Posts: 79
- Joined: Mon Jun 04, 2012 2:21 pm
- Location: NZ
RE: Sector changing players speed
True, this will break anyway with repeated jumping without the compatflag regardless of player speed/sector friction


