When you apply a sky onto the ground, it has a different behavior than if it was a normal ground texture. It will make projectiles despawn upon contact. This is handy to use in rocket jump maps because it prevents some players to access areas you do not want them to access at a certain time.
The only methods I know to do this is to place the sky texture on the ground, or applying a line horizon.
Problems:
1: One of the big issues I can only have 1 "Ground" texture that is unshootable, which looks quite lame.
2: I can only apply horizons to outer borders of the map, If i apply it to simple sector edges it behaves a bit weird furthermore, I still get the same limitation as above but with walls.
So what i'm asking is. Is there a way to have multiple "Projectile despawning" floor textures or other "Side defs" that allows a regular wall to despawn rockets on hit?
Gifs/vids:
https://i.gyazo.com/67feae82fc561536f9f ... e64744.gif
https://i.gyazo.com/203314e9e28c77e1d5f ... 4eb8fd.mp4
[MAPPING] Projectile despawning wall and floor textures.
[MAPPING] Re: Projectile despawning wall and floor textures.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
[MAPPING] Re: Projectile despawning wall and floor textures.
It does! thanks a lot!Ænima wrote: ↑Wed Jun 20, 2018 3:20 pmhttps://zdoom.org/wiki/Classes:SkyPicker
That should solve problem #1.
[MAPPING] Re: Projectile despawning wall and floor textures.
ur welcome, simkballs
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community