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Linedef type 492

From SRB2 Wiki
An example of using a linedef 492.

Linedef type 492, PolyObject – Fade Translucency, is a type of linedef executor which, when triggered, gradually fades the translucency of a specified PolyObject to a specified value.

Setup

This linedef should be given a tag corresponding to the ID of the wanted PolyObject. The translucency is set by the front texture X offset of the control linedef or, if it is 0, the floor height of the control sector. There are 11 possible levels of translucency, ranging from 0 (opaque) to 10 (invisible). If Flag [4] / Lower Unpegged is set, the translucency level is specified directly in the front X offset or floor height. Otherwise, it is specified in multiples of 100, as shown by the table below:

Value Translucency
Without Lower Unpegged With Lower Unpegged
0–99, or below 0 0 and below 0% (completely opaque)
100–199 1 10%
200–299 2 20%
300–399 3 30%
400–499 4 40%
500–599 5 50%
600–699 6 60%
700–799 7 70%
800–899 8 80%
900–999 9 90%
1000 and above 10 and above 100% (completely invisible)

Note that although 0 is a legal translucency value, if the front X offset is set to 0, the game will use the control sector floor height instead. In this case, make sure the floor height is also 0.

If Flag [8] / Peg Midtexture / Effect 3 is set, the supplied translucency value is added to the PolyObject's current translucency instead of replacing it. In this case, negative values can be used to reduce the PolyObject's translucency.

The linedef's front Y offset controls the speed of the fade, where a value 1 corresponds to a fade that is 256 tics long. If the front Y offset is 0 and the control linedef has a back side, the back Y offset is used instead. If Flag [9] / Solid Midtexture / Effect 4 is set, the Y offset will specify the fade's duration in tics instead. Normally, the fade will not be performed if another fade is still ongoing. If Flag [10] / Repeat Midtexture / Effect 5 is set, the ongoing fade will be interrupted instead.

If the PolyObject is solid, it will be made intangible at the end of the fade if it is is faded to a higher translucency. If it is faded down again afterwards, it will be made solid again at the start of the fade. This behavior can be disabled by setting Flag [14] / Bouncy Wall. If Flag [5] / Slope Skew / Effect 1 is set, the PolyObject is also made intangible during the fade.

Sample

Example file: ex_ld492_polyobject_fadetranslucency.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_ld492_polyobject_fadetranslucency.wad into the addons folder of your SRB2 directory.
    2. Start SRB2, go to the Addons menu, and then select ex_ld492_polyobject_fadetranslucency.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