Ok, this probably isn't well-written, but I wanted to share the information I learned about these hoping it helps someone. This comes from about two hours of experimenting. If anything is broken or mis-typed, let me know.
How to make a basic Polyobject:
Open up a new map, and create your usual stuff. Place a Polyobject Spawn in the center of the map with an angle of 1. MAKE SURE the flag value is set to 0.
Create a sector outside the map, about 192x192, and merge it with your middle sector.
Create a sector inside that, about 128x128, and give it a floor height of 0 and a ceiling height of 128. Make sure the sidedefs are facing out. (Don't worry about flats, they don't display.)
Look for the highest numbered linedef in that square, and give it Type 20, and Tag 1.
Place a polyobject anchor in the midle of the sector. Again, flag value must be 0.
Create another sector, floor height 1 (this should be equal to the polyobject number) and ceiling height 256.
Pick a linedef on the sector, and give it a type of 22 and a tag of 1.
Test the game, and you should see your polyobject!
How to make it move horizontally:
Place a set of Zoom Tube Waypoints, angle ascending from 0, flag 0, height 64.
Make a new sector, and set one linedef to "Linedef Exec Trigger - Level Load".
Set another linedef on that sector to "Linedef Exec - PolyObject: Follow Waypoints" with an X offset of 32, a Y offset of 0, tag 1, and effects 3, 4, and 6 checked.
Test, and your polyobject should be sliding back and forth! (You can use varying Z positions for the waypoints, and the polyobject should go up and down.)
You can also make it spin with the following changes:
-Don't place the waypoints.
-Set your Follow Waypoints linedef to PolyObject: Rotate Left/Right (Depending on which you like), X offset to the speed you want, and Y offset to 360.
Leave everything else the same.
Polyobject Notes:
The polyobject simply renders the side textures as though they were main textures on a linedef. Floors do not render.
Examples
How to make a basic Polyobject:
Open up a new map, and create your usual stuff. Place a Polyobject Spawn in the center of the map with an angle of 1. MAKE SURE the flag value is set to 0.
Create a sector outside the map, about 192x192, and merge it with your middle sector.
Create a sector inside that, about 128x128, and give it a floor height of 0 and a ceiling height of 128. Make sure the sidedefs are facing out. (Don't worry about flats, they don't display.)
Look for the highest numbered linedef in that square, and give it Type 20, and Tag 1.
Place a polyobject anchor in the midle of the sector. Again, flag value must be 0.
Create another sector, floor height 1 (this should be equal to the polyobject number) and ceiling height 256.
Pick a linedef on the sector, and give it a type of 22 and a tag of 1.
Test the game, and you should see your polyobject!
How to make it move horizontally:
Place a set of Zoom Tube Waypoints, angle ascending from 0, flag 0, height 64.
Make a new sector, and set one linedef to "Linedef Exec Trigger - Level Load".
Set another linedef on that sector to "Linedef Exec - PolyObject: Follow Waypoints" with an X offset of 32, a Y offset of 0, tag 1, and effects 3, 4, and 6 checked.
Test, and your polyobject should be sliding back and forth! (You can use varying Z positions for the waypoints, and the polyobject should go up and down.)
You can also make it spin with the following changes:
-Don't place the waypoints.
-Set your Follow Waypoints linedef to PolyObject: Rotate Left/Right (Depending on which you like), X offset to the speed you want, and Y offset to 360.
Leave everything else the same.
Polyobject Notes:
The polyobject simply renders the side textures as though they were main textures on a linedef. Floors do not render.
Examples