Discuss all aspects related to modding Zandronum here.
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Vincent(PDP)
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#1
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by Vincent(PDP) » Sat Mar 21, 2015 11:25 pm
I've created an elevator that's going to free-fall.
Now how can I get rid of the players bumping up and down like this? I just want them to stay on the floor.
The [video] tag is deprecated, please use the [media] tag
Thanks. :)
No more explaining needed.[/size]
Last edited by
Vincent(PDP) on Sun Mar 22, 2015 11:55 am, edited 1 time in total.
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Arctangent
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#2
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by Arctangent » Sun Mar 22, 2015 12:41 am
Have the elevator stay in place, and instead simulate it going down by scrolling the outside wall textures upward.
If you need the elevator to actually act like an elevator, then you can instead have all the surrounding sectors move instead of the elevator sector, having the same effect but actually leaving the player physics unaffected
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ibm5155
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#3
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by ibm5155 » Sun Mar 22, 2015 2:13 am
Hmm
-change the elevator gravity so people will not be abble to jump.
-make it a bit smaller so people will not be abble to jump.
-summon some bridges to block the player jump.
-or maybe idk if you can, disable the fall damage on the elevator area
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Zanieon
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#4
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by Zanieon » Sun Mar 22, 2015 4:32 am
All those tricks can't go against the engine's gravity if you really want make the elevator freefall, but too you can't go beyond 64 of moving speed since i think this is the limit that the engine attaches actors relative to floor, changing gravity doesn't affect the behavior of actors bumping but this value is too short for a real "freefall" tho
Last edited by
Zanieon on Sun Mar 22, 2015 4:32 am, edited 1 time in total.
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Ivan
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#5
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by Ivan » Sun Mar 22, 2015 8:43 am
Uh you should hit the ceiling if it's falling down really fast, what's so bad about it? Just force the player's VelZ to acommodate the physical behavior of the elevator.
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Vincent(PDP)
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#6
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by Vincent(PDP) » Sun Mar 22, 2015 9:17 am
@Arctangent:
Scrolling the textures won't work. There will be objects that you can see through the windows on the way down... It will also break the "Distance below surface" counter that's seen next to the elevator's doors. There's also too many surrounding sectors that will make a hell of a noise if all lowers, plus there will be players in those sectors too.
@ibm5155:
I've tried changing the gravity, it kills the players instead.
I could make an invisible ceiling that blocks the players though.
Disabling the fall damage goes with the above invisible ceiling then.
@Ivan:
I think I understand what you mean... I'll try that too.
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#7
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by Vincent(PDP) » Sun Mar 22, 2015 11:54 am
Thanks for all your suggestions guys!
I (pretty much) solved this using ThrustThingZ and removing the falling damage from the sector.
Read further down.
Last edited by
Vincent(PDP) on Fri Mar 27, 2015 9:40 pm, edited 1 time in total.
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Dusk
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#8
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by Dusk » Fri Mar 27, 2015 6:20 pm
There's a better way to do this, a sector property that does exactly what you want. Its UDMF key is 'dropactors'.

Last edited by
Dusk on Fri Mar 27, 2015 6:21 pm, edited 1 time in total.
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Vincent(PDP)
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#9
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by Vincent(PDP) » Fri Mar 27, 2015 9:37 pm
Dusk wrote:
There's a better way to do this, a sector property that does exactly what you want. Its UDMF key is 'dropactors'.
3D:!
I use Hexen format. :cuteface:
Thanks for the heads up, Dusk!
I noticed that there's a flag for that using ACS. :)
SECF_FLOORDROP
Last edited by
Vincent(PDP) on Fri Mar 27, 2015 9:39 pm, edited 1 time in total.
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