An intangible from bottom, translucent rising platform.
Linedef type 195, Rising Platform, Intangible from Bottom, Translucent, is a special type of floor over floor platform. It is a translucent platform which can be jumped through and onto from below, and will rise at a constant speed to a specified height when landed or stepped on from above. It will return to its original position at half speed when the player steps off it.
Setup
This linedef requires three control sectors, each of which must be connected to another with at least one linedef. The easiest way to do this is to create three square sectors in a row. The control linedef should be attached to the sector in the center, and given an effect of linedef type 195.
The flats, floor height, and ceiling height of the FOF are determined by the flats, floor height, and ceiling height of the central control sector, and the sidedefs of the FOF's walls are determined by the sidedef of the control linedef. The speed of the platform's movement is indicated by the length of the control linedef. One fracunit of the linedef length equals 0.25 fracunits per tic of speed. The other two control sectors determine the starting and ending heights of the platform, respectively.
The alpha value of this FOF's translucency can be changed by setting the control linedef's front side upper texture to the number symbol (#), followed by a three-digit decimal number, from 000 to 255. #000 is completely invisible, and #255 is completely opaque. Note that in the Software renderer, there are actually only eleven different distinct values: #000–#011, #012–#037, #038–#063, #064–#088, #089–#114, #115–#139, #140–#165, #166–#191, #192–#216, #217–#242, #243–#255, where #000–#011 is invisible, and #243–#255 is opaque. The advantage of using the completely opaque values is the ability to properly render flats which contain transparent pixels. If no value is set in the front side upper texture, however, the default alpha value of #128 will be used.
If Flag [1] / Block Enemies is checked, the platform will sink when the player steps on it, rather than rising. If Flag [6] / Not Climbable is checked, the player will be required to charge a spindash while standing on the platform to make it move, and the FOF will not cast a shadow.
Linedef special info
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Floor height
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Middle: Start FOF floor height Outer: Floor heights the FOF shifts between
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Ceiling height
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Middle: Start FOF ceiling height Outer: Ceiling heights the FOF shifts between
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Linedef length
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Speed (1 FU/4 tics per linedef length)
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Front upper texture
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Alpha value of FOF's translucency, from #000 to #255 (#000 is completely invisible, #255 is completely opaque, #128 is default)
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Linedef flags
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[1] Block Enemies: Platform sinks when player steps on it [6] Not Climbable: Spindash required to move FOF, and doesn't cast a shadow
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FOF info
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Tangibility
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Intangible from below
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Visibility
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Translucent
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Shadowcasting
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Yes
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Specials
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Rising
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Flags
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FF_EXISTS , FF_SOLID , FF_RENDERALL , FF_CUTEXTRA , FF_BOTHPLANES , FF_EXTRA , FF_TRANSLUCENT , FF_ALLSIDES , and FF_PLATFORM .
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Additional flags
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FF_NOSHADE – Not Climbable
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Custom FOF value
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2009D1F – Without flags 2009D5F – Not Climbable
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Sample
- Example file: ex_ld195_fofmovingintangiblefrombottomtranslucent.wad (MAP01)
How to use |
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- You may load this file into your favorite map editor, such as Zone Builder. Select
MAP01 as the map to load.
- You may also load this file in the game:
- Save
ex_ld195_fofmovingintangiblefrombottomtranslucent.wad into the addons folder of your SRB2 directory.
- Start SRB2, go to the Addons menu, and then select
ex_ld195_fofmovingintangiblefrombottomtranslucent.wad .
- Start the game in Single Player mode.
- Press the Console button (
~ ), and type in the command MAP MAP01 to access the example map.
- When you load this file in the game, it replaces Greenflower Zone Act 1.
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Linedef types – Floor over floor
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[view]
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Solid: Solid, Opaque, Shadowcasting • Solid, Opaque, Non-Shadowcasting • Solid, Translucent • Solid, Sides Only • Solid, No Sides • Solid, Invisible • Intangible from Bottom, Opaque • Intangible from Bottom, Translucent • Intangible from Bottom, Translucent, No Sides • Intangible from Top, Opaque • Intangible from Top, Translucent • Intangible from Top, Translucent, No Sides • Only Tangible from Sides
Intangible: Water, Opaque • Water, Translucent • Water, Opaque, No Sides • Water, Translucent, No Sides • Goo Water, Translucent • Goo Water, Translucent, No Sides • Intangible, Opaque • Intangible, Translucent • Intangible, Sides Only • Intangible, Invisible
Moving: Air Bobbing • Air Bobbing (Adjustable) • Reverse Air Bobbing (Adjustable) • Dynamically Sinking Platform • Floating, Bobbing • Rising Platform, Solid, Opaque, Shadowcasting • Rising Platform, Solid, Opaque, Non-Shadowcasting • Rising Platform, Solid, Translucent • Rising Platform, Solid, Invisible • Rising Platform, Intangible from Bottom, Opaque • Rising Platform, Intangible from Bottom, Translucent
Crumbling: Crumbling, Respawn • Crumbling, No Respawn • Crumbling, Respawn, Intangible from Bottom • Crumbling, No Respawn, Intangible from Bottom • Crumbling, Respawn, Intangible from Bottom, Translucent • Crumbling, No Respawn, Intangible from Bottom, Translucent • Crumbling, Respawn, Floating, Bobbing • Crumbling, No Respawn, Floating, Bobbing • Crumbling, Respawn, Floating • Crumbling, No Respawn, Floating • Crumbling, Respawn, Air Bobbing
Special: Light Block • Half Light Block • Fog Block • Mario Block • Thwomp Block • Shatter Block • Shatter Block, Translucent • Bustable Block • Spin-Bustable Block • Spin-Bustable Block, Translucent • Quicksand • Laser • Custom FOF
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