[fixed] Assigning Line ID to Control Linedefs for 3D Floors

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Rex Claussen
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[fixed] Assigning Line ID to Control Linedefs for 3D Floors

Post by Rex Claussen »

Here is the relevant documentation for 3D Floors:

Code: Select all

sector_set3dfloor(tag, type, flags, alpha, hi-tag/line ID) 

type: 1: defines a solid 3D floor. 

hi-tag/line ID: If type has the value 8 added to it this will give the control linedef a line ID. Otherwise this parameter seves as a high-byte for the sector tag in order to allow more than 256 3D floor definitions.
Accordingly, for sector tag 3, solid 3D floor, no flags, no translucency in the floors, and a Line ID of 1, my arguments should become sector_set3dfloor (3, 9, 0, 255, 1).

Now I want the sidedef texture of this control linedef to change when a certain condition has been reached. I have to activate the script on the linedef representing the in-game surface of the control linedef, and the rest of the script works fine. However, when the condition has been reached, the sidedef texture remains unchanged.

This is what the script looks like:

Code: Select all

//////////////////////////////////////////////////////
// Script 3: Activates MedicStation near Airlock	//
//////////////////////////////////////////////////////

int healthuse;
script 3 (void)
{
	{
		healthuse++;
		if (healthuse < 6)

		{HealThing(10);
		}

		if (healthuse == 5)

		setlinetexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "XMEDIC02");
	}
}
What gives?
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Graf Zahl
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Post by Graf Zahl »

Can you send me the map? I'd have to see this in the debugger. A stripped down version with just the affected area is enough.
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Post by Rex Claussen »

It'll take me a while to strip it down because of the large number of external resources. Alternatively, I will try to recreate the area in question in a separate wad with no external resources.
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Post by Rex Claussen »

I have attached a sample wad that illustrates the problem.
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gzwad1.zip
Sample wad
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Enjay
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Post by Enjay »

Obviously this needs to be investigated/ fixed but an alternative to this might be to use different flags - if it suits the layout you are using.

If you set the flags to 16 or 32 then the 3D object will use the upper or lower textures (respectively) on the lindefs of the actual map sector rather than the control sector mid texture. That way, you could give the map sector lines ID numbers and change their upper/lower textures with a script instead.
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Post by Rex Claussen »

Enjay wrote:If you set the flags to 16 or 32 then the 3D object will use the upper or lower textures (respectively) on the lindefs of the actual map sector rather than the control sector mid texture. That way, you could give the map sector lines ID numbers and change their upper/lower textures with a script instead.
Yes, that might work. I am currently away on travel, but I will give it a shot when I get back. Thanks.
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Post by Graf Zahl »

I was on a business trip for the last few days so I won't be able to look at this before tomorrow evening.
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Post by Graf Zahl »

Fixed. Sorry for taking so long but I just didn't find the time...
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Post by Rex Claussen »

Many thanks. When will the fix appear in the exe? I'm not in any hurry, as I'm still early in the mapping stage, and will get into the gameplay aspects in a while.
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Post by Graf Zahl »

The fix will appear when Randy finally releases 2.1.8. Sorry for that but there's little point of doing an earlier release.
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