M210, on Aug 29 2009, 03:52 AM, said:
It is possible to operate SE12 by means of a code?
What's sector effector 12? (I don't know the numbers by heart)
Quote
Yeah I tried that but it unfortunately didn't work, assuming I used it right. (which I may have not now that I think about it)
Tried that again but still nothing.
I guess this may only be something that TerminX can solve but I don't want to hassle people (especially if they may allready know about due to it being apart of a bug that's existed for a while) so I wont speak more of this till some time passes by.
New issues: Slopes!!!!
It appears sloped sectors are evil, my actors see them not as a slope but of the unmodifed block that the slope starts at. A slope that starts from the ground and slopes up counts as being flat on the ground and one that starts at the top then slopes down counts as being flat at the top.
As such my actors avoid them thinking those are too high or too low and so wont either step foot on them or if they do (starts at the ground and slopes up) then they wont walk off the top onto the higher sector. Also I guess the actor's z possition isn't really where the sprite is but still on the floor / at the top regardless of possition. I believe that since my actor checks his new possition's floor with subvar 8000 (so its not flat on the floor) against his own z possition (again with subvar 8000 so he's seeing higher up) His cansee shouldn't be blocked due to that so its failing because of my hack stopping him from walking into wall that's 5000 higher then his own Z possition. (and by higher I mean lower)
I'm not too bothered about getting the exact slope details, at this point I just want my actor to have an accurate z possition when on the slope.
For this I need to know the angle of the sloped sector. This I don't know how to obtain since the only getsector slope detail I saw was the amount the slope had gone up / down by.
With that I can hopefully do the rest by checking all the points to each other and conpair the angle between those points to the sloped sector to see which 2 points closely match the slope's angle and as such can assume that these 2 points I have are 1 from the top of the slope and 1 from the bottom allowing me to work out the height of both ends of the slope by obtaining the adjacent floor's Z .....then do some kind of XY thing with the actor to work out where he is on the slope and add or sub a value from his z checking.
*edit*
What if my sector slopes to a cliff edge? I guess I'll have to throw in the floorslope amount in there as well.
In short, my question is: how do I find out a sector's slope angle?
Oh and is there a much better way to work out my z possition on a sector slope then what I posted above? (Which I'm certain there are 500 more)
Also what does
EXTRA hold from Walls? The wiki says sectors and walls have an EXTRA but it doesn't say what it holds.
*edit once more*
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Never mind, about the Z possition on sloped sectors, I saw this:
http://wiki.eduke32....Getflorzofslope !
Another fantastic command hidden within the wiki!