I'm assuming all your poly objects are traveling along the same set of waypoints. (
sequence 0)
It is the Y distance in the
2D mapping mode that determines the sequence number. It has nothing to do with texture offsets. Your other sequences are transporting you to the first because you don't have the Y distance defined. So they all think their part of sequence 0 (0 fracunits= sequence 0) Let me explain.
Understand that in any the 2D grid
X axis runs left to right and
Y axis runs up and down.
An easy way to remember this is "
X runs across the grid."
The linedef's Y distance means that for every waypoint sequence you have,
the line should be made more diagonal by one fracunit.
Lets say for your first sequence, your controlling linedef is
straight along the
X axis. (which it most certainly should be) For your next sequence, move one of its vertices
up along the
Y axis. As you program more and more sequences, their controlling linedefs will become
increasingly diagonal. So, say for your 100th sequence, your controlling linedef will start at some point along X and Y. It's other vertex should be 100 fracunits
further up along the
Y axis.
Here's a visual aid. Again these setting take place in 2D mapping mode where X and Y axises are made important.
This is the control line for the first set of waypoints in one of my maps.
Notice the line is
straight along X (The line has
no height. It has
0 y distance, for sequence 0)
For the next sequence in the same map, it's right-most vertex is
increased by 1 fracunit along Y. (giving it a
Height of 1.
Y distance of 1, for sequence 1)
This tells the game that it belongs to the next sequence and send you to the
next set of waypoints whose angle needs to start at 255.
Notice that the line for this second sequence has a slight slope to it and it's just barely more diagonal than a straight line.
This is what "Y distance" means.
Without it, your player will be moved to the first sequence.
And for every subsequent sequence there after, (be it zoomtubes, poly objects waypoints, rope hangs, or even boss waypoints) this vertex will move up by 1, steadily creating a more diagonal line.
Review;
The X distance determines speed. This is how
long the line is.
The Y distance determines sequence number. This is how
tall the line is.
Remember, for each set of waypoints, their
thing angle must increase by 255. So
the first waypoint of sequence 0 is 0, then 1, 2, 3 and so forth.
The first waypoint of sequence 1 is 255, then 256, 257 and so on.
So,
A sequence lindef with
0 Y distance will send you to waypoint angle 0
A sequence lindef with
1 Y distance will send you to waypoint angle 255
A sequence lindef with
2 Y distance will send you to waypoint angle 510
Hope this helps.
Happy mapping:D