Plat_RaiseAndStayTx0

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228:Plat_RaiseAndStayTx0 (tag, speed, lockout)


  • tag: Tag of affected sector
  • speed: Speed of move
  • lockout: Whether the platform can move again afterwards.

Raises a platform to the next highest floor, sets its floor texture to match the floor texture on the front side of the triggering line, and sets the plat's sector special to zero. If tag is 0, then the sector on the line's back side is used.

If lockout is 0, the behavior depends on the game. In Heretic, to emulate a vanilla bug, the platform sector's floor becomes locked out and no other form of sector movement will work on it. In other games, this behaves normally, without locking up. A value of 1 forces the correct behavior in all games, including Heretic; and a value of 2 forces the bugged behavior in all games.

Examples

Nuvolachalk.png Note: This article lists no examples. If you make use of this feature in your own project(s) or know of any basic examples that could be shared, please add them. This will make it easier to understand for future authors seeking assistance. Your contributions are greatly appreciated.


Conversions from linedef types

The following Doom map format types can be converted as Plat_RaiseAndStayTx0:

Type Conversion Trigger
MiniDoomLogoIcon.pngDoom 20:S1 Floor To Higher Floor Change Tex Plat_RaiseAndStayTx0 (tag, 4) Player Use
MiniDoomLogoIcon.pngDoom 22:W1 Floor To Higher Floor Change Tex Plat_RaiseAndStayTx0 (tag, 4) Player Cross
MiniDoomLogoIcon.pngDoom 47:G1 Floor To Higher Floor Change Tex Plat_RaiseAndStayTx0 (tag, 4) Attack Hit, Missile Cross
MiniDoomLogoIcon.pngDoom 68:SR Floor To Higher Floor Change Tex Plat_RaiseAndStayTx0 (tag, 4) Player Use, Repeatable
MiniDoomLogoIcon.pngDoom 95:WR Floor To Higher Floor Change Tex Plat_RaiseAndStayTx0 (tag, 4) Player Cross, Repeatable