Talk:Sector Set3dFloor

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Inverted shootability

Solid/Non-solid

"32: If you add 32 to the type the shootability rules will be inverted. You can shoot through solid 3D floors but not through non-solid ones. This does not work for the Vavoom type."

Clearly, I can shoot throug a non-solid floor but not throug a solid. I think this should be

"32: If you add 32 to the type the shootability rules will be inverted. You can shoot through non-solid 3D floors but not through solid ones. This does not work for the Vavoom type." —Preceding unsigned comment added by Milasudril (talkcontribs) 18:02, 4 May 2009

Then it wouldn't be an inverted behavior, would it? The normal behavior is shooting only through non-solid floors, and thus the inverted behavior is the reverse, shooting only through solid floors. --Gez 12:32, 5 May 2009 (UTC)
Yes but it sais the opposite. Or better:

"32: If you add 32 to the type the shootability rules will be inverted. This means that you can shoot through solid 3D floors but not through non-solid ones. This does not work for the Vavoom type."—Preceding unsigned comment added by Milasudril (talkcontribs) 16:16, 15 May 2009

Nonsense. You don't use that flag if you don't understand it. --Gez 19:41, 15 May 2009 (UTC)

0 flag

There is no flag with a value of 0. It just wouldn't work, how could you tell whether it's set or not? (If the value is, say, 64, is it just 64 or 0+64?) There is absolutely no code that checks for a total value of 0 for that parameter in the actual code for Sector_Set3dFloor, either. --Gez 23:02, 30 April 2010 (UTC)

Is this information true?

This (the part in bold): "A same sector cannot have both a 3D floor and a Transfer_Heights effect (actually it can, at least in GZDoom)." I had an issue with my Escape Teleporter map where a HOM was evident under a 3D-floor bridge but only visible in the OpenGL renderer. It turned out that the same sector had also a Transfer_Height attached to it. -- Blue Shadow (talk) 23:17, 28 November 2013 (CST)

Both 3D floors and transfer heights use the same structure to store the extra data they need to work, so basically one overwrites the other. It's possible that you may contrive a setup where it'll work, but it's not reliable. Glitches should be expected. --Gez (talk) 04:59, 29 November 2013 (CST)