Jump to content

Linedef type 403

From SRB2 Wiki
The player touches the red floor after which the floor rises.

Linedef type 403, Move Tagged Sector's Floor, is a type of linedef executor which, when triggered, starts moving every tagged sector's floor until it reaches a specified height.

Note that in UDMF, this FOF merges the parameters from linedef type 403 and 404.

Binary Setup

The new floor height of the target sector(s) is determined by the floor height of the control sector. The speed of the movement is indicated by the length of the linedef; one fracunit of length equals 0.125 fracunits per tic.

If Flag [6] / Not Climbable is checked, the floor flat will change after the move to that on the control sector's floor, just like what linedef type 400 does.

If Flag [1] / Block Enemies is checked, another linedef executor will run when the floor movement is finished. (If multiple sectors finish at different times, it goes by the lowest numbered sector, but you should probably try to avoid this scenario.) The tag of the new linedef executor to run is specified by the front texture X offsets. Note that Flag [6] / Not Climbable will not work if Flag [1] / Block Enemies is checked.

Sample (Binary)

Example file: ex_ld403_movefloor.wad (MAP01)
How to use
  • 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:
    1. Save ex_ld403_movefloor.wad into the addons folder of your SRB2 directory.
    2. Start SRB2, go to the Addons menu, and then select ex_ld403_movefloor.wad.
    3. Start the game in Single Player mode.
    4. 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.


UDMF Setup

The player touches the red floor after which the tagged sector moves

Argument 1 should be tagged to the target sector that will be moved. The new floor or ceiling height of the target sector(s) is determined by the height of the control sector. Argument 2 determines which planes will be affected by the movement. The speed of the movement is set by Argument 3, 1 speed equals 1 fracunits per tic.

If Argument 4 has a tag of another trigger in it's entry, another linedef executor will run when the floor movement is finished. (If multiple sectors finish at different times, it goes by the lowest numbered sector, but you should probably try to avoid this scenario.)

If Argument 5 / Set flats? is set to Yes, the target sector' flats will change after the move to that on the control sector's flats, determined by which planes that have been set to be moved by Argument 2.

Sample (UDMF)

Example file: ExUDMF_ld403_moveplanes.wad (MAP01)
How to use
  • You may load this file into your favorite UDMF map editor, such as Ultimate Zone Builder. Select MAP01 as the map to load.
  • You may also load this file in the game:
    1. Save ExUDMF_ld403_moveplanes.wad into the addons folder of your SRB2 directory.
    2. Start SRB2, go to the Addons menu, and then select ExUDMF_ld403_moveplanes.wad.
    3. Start the game in Single Player mode.
    4. 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.

  Linedef types – Linedef executors [view]
Triggers:

Continuous • Each Time • Once • Ring Count (Continuous • Once) • Character Ability (Continuous • Each Time • Once) • Race Only – Once • CTF Red Team (Continuous • Each Time) • CTF Blue Team (Continuous • Each Time) • No More Enemies – Once • Number of Pushables (Continuous • Once) • Condition Set Trigger (Continuous • Once) • Unlockable (Continuous • Once) • Trigger After X Calls (Continuous • Each Time) • NiGHTSerize (Each Time • Once) • De-NiGHTSerize (Each Time • Once) • NiGHTS Lap (Each Time • Once) • Ideya Capture Touch (Each Time • Once) • Player Skin (Continuous • Each Time • Once) • Object Dye (Continuous • Each Time • Once) • Emerald Check (Continuous • Each Time • Once) • NiGHTS Mare (Continuous • Each Time • Once) • Gravity Check (Continuous • Each Time • Once) • Level Load


Actions:
Sector:
Set Tagged Sector's Floor Height/Texture • Set Tagged Sector's Ceiling Height/Texture • Copy Light Level to Tagged Sectors • Set Tagged Sector's Flats • Change Tagged Sectors' Tag • Change Front Sector's Tag • Start Adjustable Flickering Light • Start Adjustable Pulsating Light • Start Adjustable Blinking Light (unsynchronized) • Start Adjustable Blinking Light (synchronized) • Fade Light Level • Stop Lighting Effect • Change Plane Scroller Direction • Set Tagged Sector's Light Level
Plane movement:
Move Tagged Sector's Floor • Move Tagged Sector's Ceiling • Move Floor According to Front Texture Offsets • Move Ceiling According to Front Texture Offsets • Stop Plane Movement • Start Platform Movement • Crush Ceiling Once • Crush Floor Once • Crush Ceiling and Floor Once
Player/Object:
Teleporter • Change Object State • Stop Object • Award Score • Enable/Disable 2D Mode • Enable/Disable Gravity Flip • Award Power-Up • Disable Player Control • Change Object Size • Change Object Type State • Enable Bosses with Parameter • Track Object's Angle • Stop Tracking Object's Angle • Award Rings • Spawn Object • Stop Timer/Exit Stage in Record Attack • Dye Object • Trigger Egg Capsule
Other:
Change Music • Play Sound Effect • Run Script • Switch to Cut-Away View • Change Sky • Change Weather • Shatter FOF • Change Tagged Linedef's Textures • Start Metal Sonic Race • Condition Set Trigger • Call Lua Function • Earthquake • Make FOF Disappear/Reappear • Make FOF Crumble • Change Tagged Sector's Colormap • Change Skybox • Execute Linedef Executor (from Tag) • Execute Linedef Executor (Random Range) • Set FOF Translucency • Fade FOF • Stop Fading FOF • Fade Tagged Sector's Colormap • Stop Fading Tagged Sector's Colormap • Control Text Prompt • Toggle Level Fail
PolyObject:
Door Slide • Door Swing • Move • Move, Override • Rotate Right • Rotate Right, Override • Rotate Left • Rotate Left, Override • Move by Waypoints • Turn Invisible, Intangible • Turn Visible, Tangible • Set Translucency • Fade Translucency