How do I do this?
Moderator: Graf Zahl
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				Eriance
														 - Posts: 150
 - Joined: Wed Mar 29, 2006 19:36
 - Location: Everywhere and nowhere
 
How do I do this?
I'm trying to make my first reflective floor with GZdoom but cant figure out how. I tried making a control sector and tagging one of it's line with the appropriate arguments (like how 3d floors are done). That didn't work. I tried putting "Sector_SetPlaneReflection(stuff);" into my ACS scripts but DB wont let be compile it (get an error when trying to compile). I tried adding it to the list of specials in the DB folder. Didnt do any good. How doI do this anyway? I have a special Configuration file that I use for my mod, is there a way to add the GZdoom stuff to it? I've only added actors, never specials or sector stuff.
			
			
									
						
										
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				Shinjanji
														 - Posts: 198
 - Joined: Sun Nov 06, 2005 16:45
 - Location: Pennsylvania, USA
 
Is this in the "ZSPECIAL.ACS" in your DoomBuilder folder?
			
			
									
						
										
						Code: Select all
159:Sector_SetPlaneReflection(3);- 
				Eriance
														 - Posts: 150
 - Joined: Wed Mar 29, 2006 19:36
 - Location: Everywhere and nowhere
 
Yup. I but it right in there. Maybe I forgot to remove that ';' from the end of the previous command.Shinjanji wrote:Is this in the "ZSPECIAL.ACS" in your DoomBuilder folder?
Code: Select all
159:Sector_SetPlaneReflection(3);
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				DoomGuy
														 - Posts: 47
 - Joined: Tue Apr 25, 2006 4:02
 
Reflective surfaces
I don't know if you resoved this problem yet or not, but you need to 'activate' the tagged line.  I am using GZDoom and this works fine for me.  You can put it right in your level.  Depending on your use, either a walk line or a 'player use' (for a switch) setting will cause the tagged sector to change to 'reflect'.  If you want it to be activated as soon as the game starts, you have to put it in a script.  I'm not real 'up' on that aspect.  I usually use a walk line.  Put the walk line in a hallway or somewhere where it is crossed before you enter the room with the reflective sector.  There are two arguments for this item  'floor' & 'ceiling'.  The higher the number the more 'reflective' the floor or ceiling is.  Hope this helps.
			
			
									
						
										
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				Alter
														 - Posts: 851
 - Joined: Wed Oct 05, 2005 8:55
 - Location: Poland, Lodz