Linedef type 492

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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 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