Linedef type 428

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An example of activating two platforms with different speeds.

Linedef type 428, Start Platform Movement, is a type of linedef executor which, when triggered, makes a tagged FOF move. It essentially does the same thing as linedef type 60, the difference being that the latter invariably executes on level load, whereas this linedef type can be activated by any desired executor trigger.

Setup

This linedef requires three control sectors, each of which must be connected to another with at least one linedef. The easiest way to set this up is to make three square sectors together in a row. One of the linedefs on the middle sector should contain the floor over floor linedef special that you want the floating platform to exhibit. This will be the FOF control sector. One of the linedefs in any of these three sectors (it doesn't matter which) should be set to have linedef type 428, and be tagged to the middle sector. The same sector should also have the trigger linedef.

The starting point of the platform is determined by the floor and ceiling height of the middle sector. The top and bottom of the platform's movement are determined by the floor and ceiling heights of the other two control sectors. The floating platform will constantly move, first so that it is equal to the floor and ceiling heights of the lower one of the outer control sectors, then so that it is equal to the floor and ceiling heights of the higher one of the outer control sectors, then the first one again, and so forth. The speed of the platform movement is determined by the length of the control linedef; one fracunit of length equals 0.25 fracunits per tic.

It is possible to add a delay before the platform begins to move, by setting the time in tics in the control linedef's front texture Y offset. If you want the platform to delay every time before changing direction, you can do so by setting the time in tics in the control linedef's front texture X offset.

If Flag [6] / Not Climbable is checked, the platform will begin moving upwards, rather than downwards.

Sample

Example file: ex_ld428_startplatformmovement.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_ld428_startplatformmovement.wad into the addons folder of your SRB2 directory.
    2. Start SRB2, go to the Addons menu, and then select ex_ld428_startplatformmovement.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 typesLinedef executors [view]
Triggers:

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


Actions:
Sector:
Set Tagged Sector's Floor Height/TextureSet Tagged Sector's Ceiling Height/TextureCopy Light Level to Tagged SectorsSet Tagged Sector's FlatsChange Tagged Sectors' TagChange Front Sector's TagStart Adjustable Flickering LightStart Adjustable Pulsating LightStart Adjustable Blinking Light (unsynchronized)Start Adjustable Blinking Light (synchronized)Fade Light LevelStop Lighting EffectChange Plane Scroller DirectionSet Tagged Sector's Light Level
Plane movement:
Move Tagged Sector's FloorMove Tagged Sector's CeilingMove Floor According to Front Texture OffsetsMove Ceiling According to Front Texture OffsetsStop Plane MovementStart Platform MovementCrush Ceiling OnceCrush Floor OnceCrush Ceiling and Floor Once
Player/Object:
TeleporterChange Object StateStop ObjectAward ScoreEnable/Disable 2D ModeEnable/Disable Gravity FlipAward Power-UpDisable Player ControlChange Object SizeChange Object Type StateEnable Bosses with ParameterTrack Object's AngleStop Tracking Object's AngleAward RingsSpawn ObjectStop Timer/Exit Stage in Record AttackDye ObjectTrigger Egg Capsule
Other:
Change MusicPlay Sound EffectRun ScriptSwitch to Cut-Away ViewChange SkyChange WeatherShatter FOFChange Tagged Linedef's TexturesStart Metal Sonic RaceCondition Set TriggerCall Lua FunctionEarthquakeMake FOF Disappear/ReappearMake FOF CrumbleChange Tagged Sector's ColormapChange SkyboxExecute Linedef Executor (from Tag)Execute Linedef Executor (Random Range)Set FOF TranslucencyFade FOFStop Fading FOFFade Tagged Sector's ColormapStop Fading Tagged Sector's ColormapControl Text PromptToggle Level Fail
PolyObject:
Door SlideDoor SwingMoveMove, OverrideRotate RightRotate Right, OverrideRotate LeftRotate Left, OverrideMove by WaypointsTurn Invisible, IntangibleTurn Visible, TangibleSet TranslucencyFade Translucency