User Guide
Quick Reference
Modding
Development
User Guide
Quick Reference
Modding
Development
Class = plane_move
Moves a plane (floor or ceiling) of a sector to a given height. The texture of the plane can be changed in the beginning or in the end of the move. A sound can be played when the move begins or ends, or at a given interval while the plane is moving. The type of the sector whose plane is being moved can be changed in the beginning and in the end of the move.
Prm | Name | Type | Meaning |
---|---|---|---|
Ip0,Ip1 | Target Ref, Target Num | lpref | Reference to planes to move. |
Ip2 | Destination Ref | spref | Destination height (spref).
|
Ip3 | Move Flags | Flags |
|
Ip4 | Start Sound | Sound | Name of the sound to play when the move is begun. |
Ip5 | End Sound | Sound | Name of the sound to play when the move finishes. |
Ip6 | Move Sound | Sound | Name of the sound to play while moving. |
Ip7 | Start Texture Ref | spref | Spref to the texture that is set when the move is begun. |
Ip8 | Start Texture Num | Flat | Name of the flat (texture) to set when the move is begun. This is used if Ip7 is set to spref_special . |
Ip9 | End Texture Ref | spref | Spref to the texture that is set when the move finishes. |
Ip10 | End Texture Num | Flat | Name of the flat (texture) to set when the move is begun. This is used if Ip9 is set to spref_special . |
Ip11,Ip12 | Start Type Ref, Start Type Num | lpref, lprefd | Reference to the sector whose type will be used for the moving plane's sector after the move is begun. * lpref_special treats Ip12 as a sector type ID number. |
Ip13,Ip14 | End Type Ref, End Type Num | lpref | Reference to the sector whose type will be used for the moving plane's sector after the move has finished.
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Fp0 | Float | Move speed as units per (35 Hz) tic. A speed of 2 will move the plane 70 units per second. | |
Fp1 | Float | Move speed while crushing, as units per tic. | |
Fp2 | Float | Offset to destination height. Positive values move the destination upwards. | |
Fp3 | Float | Move sound minimum interval, in seconds. | |
Fp4 | Float | Move sound maximum interval, in seconds. The move sound will be played at random intervals, the minimum defined with Fp3 and the maximum with Fp4. | |
Fp5 | Float | Time to wait before moving the plane, in seconds. | |
Fp6 | Float | Wait time increment for each plane that gets moved. Has an effect only if more than one sector is being affected. |
A reference for when one wishes their plane move XG to match the speeds of the games original plane movement types.
Movement Type | Speed per tic | Speed per second |
---|---|---|
Moving Floor | 1 unit | 35 units |
8-unit stairs | 0.25 units | 8.75 units |
Door | 2 units | 70 units |
Turbo/Blazing Door | 8 units | 280 units |
Lifts | 4 units | 140 units |
Line Type { ID = 5006 Comment = "Lower when Player crosses" Flags = player_cross Flags2 = when_act | any Class = plane_move Type = timed_off Count = 1 Time = 1 Target Ref = "lpref_my_floor" Destination Ref = "spref_lowest_floor"; Start Sound = "bdopn"; End Sound = "bdcls"; Move Sound = "punch"; Fp0 = 3; Fp1 = 0.2; Fp3 = 0.2; Fp4 = 0.4; }
The line is triggered when the player crosses the line (Flags = player_cross). The line is active in any skill mode and any game type (Flags2 = any) and the line carries out it's action when active (Flags2 = when_act). When activated, the line begins moving the floor plane of its sector. The destination height is the lowest floor height of the adjacent sectors. The sound bdopn is played when the move is begun, and bdcls is played when the destination height has been reached. The punch sound is played at random intervals while the plane is moving (min: 0.2 seconds, max: 0.4 seconds). The planes will be moved 3 units per game tic, which means they move 105 units per second.