Tyrannic
Member
Hi there!
I'm currently working on my first ever custom Srb2 singleplayer map that I plan to enter in the OLDC. I'm being a bit experimental and I want to try out how far I can go with the editors, so I'm trying to make some a bit more complicated setpieces. Because that's obviously not easy for a beginner, I've got some questions. I've checked the wiki on those things and haven't been able to find something or didn't understand it.
1. Is it possible to make a thing look transparent, meaning that it fully works and can be identified by the player, but can also be seen through?
2. I've been able to use linedef type 422 (Cut away view) and then linedef type 450 (trigger linedef executor (tag)) to permanently change the camera's view after the trigger linedef and trigger sector have been triggered. Now, I highly doubt this, but is it possible by any means to give the player full analog control (like pressing a = go to the left of the screen, w = go into the "background", s = go into the "foreground" and d = go to the right of the screen)?
3. If I use linedef type 436 (Shatter FOF) on a pretty large FOF, the "shatter"-sprites won't cover the whole sector the FOF is in. Is that fixable?
4. If I use linedef type 436 (Shatter FOF) on a FOF that's very high (about 1400 fracunits) over the ground, the FOF will (at least in my case) not teleport below the ground, but instead about 1000 fracunits below the FOF's initial height. Again, is that fixable?
5. After I've set a colormap for a sector, can I make it disappear? I've read using linedef type 409 (Change tagged sector's tag) doesn't work.
6. Thing type 1006 (Blue Crystal) was unaffected by brightness in 2.0, but it is in 2.1. Is there any possibility to revert it into how it was in 2.0? I wanted to use it as a shiny object in a cave that can guide the player.
7. Linedef type 414 (play sound effect) somehow doesn't work for me. The trigger works (I can identify that by using another linedef executor type instead of 414). I've specified the sound in the front upper texture, the linedef doesn't have a tag and no flags are checked. The trigger sector is a "No more enemies" FOF, the trigger linedef is linedef type 302 (Once).
I hope at least some of these questions can be answered. Thanks in advance!
I'm currently working on my first ever custom Srb2 singleplayer map that I plan to enter in the OLDC. I'm being a bit experimental and I want to try out how far I can go with the editors, so I'm trying to make some a bit more complicated setpieces. Because that's obviously not easy for a beginner, I've got some questions. I've checked the wiki on those things and haven't been able to find something or didn't understand it.
1. Is it possible to make a thing look transparent, meaning that it fully works and can be identified by the player, but can also be seen through?
2. I've been able to use linedef type 422 (Cut away view) and then linedef type 450 (trigger linedef executor (tag)) to permanently change the camera's view after the trigger linedef and trigger sector have been triggered. Now, I highly doubt this, but is it possible by any means to give the player full analog control (like pressing a = go to the left of the screen, w = go into the "background", s = go into the "foreground" and d = go to the right of the screen)?
3. If I use linedef type 436 (Shatter FOF) on a pretty large FOF, the "shatter"-sprites won't cover the whole sector the FOF is in. Is that fixable?
4. If I use linedef type 436 (Shatter FOF) on a FOF that's very high (about 1400 fracunits) over the ground, the FOF will (at least in my case) not teleport below the ground, but instead about 1000 fracunits below the FOF's initial height. Again, is that fixable?
5. After I've set a colormap for a sector, can I make it disappear? I've read using linedef type 409 (Change tagged sector's tag) doesn't work.
6. Thing type 1006 (Blue Crystal) was unaffected by brightness in 2.0, but it is in 2.1. Is there any possibility to revert it into how it was in 2.0? I wanted to use it as a shiny object in a cave that can guide the player.
7. Linedef type 414 (play sound effect) somehow doesn't work for me. The trigger works (I can identify that by using another linedef executor type instead of 414). I've specified the sound in the front upper texture, the linedef doesn't have a tag and no flags are checked. The trigger sector is a "No more enemies" FOF, the trigger linedef is linedef type 302 (Once).
I hope at least some of these questions can be answered. Thanks in advance!