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Floor over Floor?

Posted: Tue Oct 10, 2006 23:50
by Fatlaser
Hello, I am new to Gzdoom.. and I was looking through some screenshots of Gzdoom maps, and saw one with a floor over floor. I have started a Capture the Flag map, and wanted to implement the Z axis required to make the Floor over Floor. Any Ideas/comments/suggestions?

Thanks

Posted: Wed Oct 11, 2006 0:42
by Chronoteeth
Wrong area.

Posted: Wed Oct 11, 2006 0:46
by Fatlaser
How is it in the wrong area? The Doom Armory's description clearly states that it's for help in modding.

Posted: Wed Oct 11, 2006 1:19
by BlazingPhoenix
WEAPON modding, why do you think it has "Armory" in the name?

Posted: Wed Oct 11, 2006 3:31
by wildweasel
Here you can chat about the Doom Armory itself, weapon mods, and whatever else that might be related somehow.
I don't see where it "clearly" states such.

Posted: Wed Oct 11, 2006 10:06
by Sir_Alien
You're all retarded, and you're not proving anything by being smarmy about it either. Just answer the poor bastard's question, you all know it and it's taken you just as long to be shitty with Fatlaser as it would've taken any of you to answer his question. Are you all so self-involved you believe you've never fucked up and posted something stupid? The guy's new, GET OVER IT.

Fatlaser, there is GZDoom floor over floor (commonly known as 3D-Floors) documentation here.

Posted: Wed Oct 11, 2006 11:36
by Alter
And making them isn't really hard! ;) heh anyway welcome to drdteam forums Fatlaser

Posted: Wed Oct 11, 2006 18:07
by Chronoteeth
Sir_Alien wrote:You're all retarded, and you're not proving anything by being smarmy about it either. Just answer the poor bastard's question, you all know it and it's taken you just as long to be shitty with Fatlaser as it would've taken any of you to answer his question. Are you all so self-involved you believe you've never fucked up and posted something stupid? The guy's new, GET OVER IT.

Fatlaser, there is GZDoom floor over floor (commonly known as 3D-Floors) documentation here.
Hmm...

Naaaah

Posted: Wed Oct 11, 2006 20:47
by Fatlaser
Sir_Alien wrote:You're all retarded, and you're not proving anything by being smarmy about it either. Just answer the poor bastard's question, you all know it and it's taken you just as long to be shitty with Fatlaser as it would've taken any of you to answer his question. Are you all so self-involved you believe you've never fucked up and posted something stupid? The guy's new, GET OVER IT.

Fatlaser, there is GZDoom floor over floor (commonly known as 3D-Floors) documentation here.
Thanks, Sir_Alien.

I may be periodically posting topics for help on things like this..

Edit:
DoomBuilder ACS Compiler wrote: Line 5 in file "script.acs" ...
script.acs:5: Function sector_set3dfloor is used but not defined.

The ACS compiler did not compile your script.
A prompt screen comes up when I try to compile.
I'm pretty sure I have to do something with the config, but I'm not sure what.[/quote]

Posted: Wed Oct 11, 2006 20:57
by Alter
Update ACC to newest version! that should fix the problem you can get it here! http://zdoom.org/files/utils/acc/acc144win.zip

Posted: Wed Oct 11, 2006 21:03
by Fatlaser
That added some new scripts, but not the one I'm looking for.
Fatlaser wrote:#include "Zcommon.acs"

Script 1 OPEN
{
sector_set3dfloor(1,1,1,0,8);
}
Thats my entire script.. See anything wrong?

Posted: Wed Oct 11, 2006 21:12
by Sir_Alien
Fatlaser wrote:That added some new scripts, but not the one I'm looking for.
You may need to upgrade to the latest "zspecials.acs", which is included with the latest version of ZDoom. (This file goes in your Doom Builder folder - I assume you are using Doom Builder?).

Posted: Wed Oct 11, 2006 21:19
by Fatlaser
Nope.. Still isn't there. :(

Posted: Wed Oct 11, 2006 21:23
by Sir_Alien
Fatlaser wrote:Nope.. Still isn't there. :(
Wait a minute... What am I talking about?! You're not supposed to use that function in a script; it's a line special.

In other words, what you want to do is create a dummy sector in your map at the height you want your 3D floor to exist at. Then apply this line special to a line on the sector. The tag argument tells the 3D floor where to appear in the map.

Read the documentation again.

Posted: Wed Oct 11, 2006 21:25
by Fatlaser
Sir_Alien wrote:
Fatlaser wrote:Nope.. Still isn't there. :(
Wait a minute... What am I talking about?! You're not supposed to use that function in a script; it's a line special.

In other words, what you want to do is create a dummy sector in your map at the height you want your 3D floor to exist at. Then apply this line special to a line on the sector. The tag argument tells the 3D floor where to appear in the map.

Read the documentation again.
Lol, I just caught that too.

Edit: I got the thing to work.. only this isn't quite what I wanted. I wanted a visual floor over floor. Like a suspended flat. Almost like what you do with Transfer heights, only there is a side texture and minus a huge HOM. Maybe I'm doing this wrong; can anyone give me an example wad with the effect in use?