This object is excluded from passive collision detection. Most importantly bridge things allow everything else to pass above and beneath regardless of the setting of the CANPASS flag. Uses the special collision logic for bridge things. → Automatically given by the Monster combo This flag is needed so that an actor can stand on sprite bridges. Use with care! This only makes sense on actors that can move by themselves. → Automatically given by the Projectile comboĪctor is thrust by Heretic/ Hexen wind sector specials, and pushers/ pullers.ĭoesn't fall down after being killed (the actor's height isn't reduced by 75%).Īctor uses height sensitive collision detection. If set with FLOORCLIP, the actor will be able to walk off edges from heights.Īctor is not subject to gravity. Actors will not be able to float properly unless it has NOGRAVITY set. The speed of the float can be defined with its FloatSpeed property. → Automatically given by the Monster comboįloating actor that can change height at will (usually used for monsters). If health goes below 0 it enters its death state. The size of the blocking is defined using the height and radius properties. Set when the object should be solid (blocking). ![]() The actor will only be visible when seen through mirrors. The Imp on the left cannot be seen through mirrors, the Demon on the right can only be seen through mirrors. Makes the actors' LightLevel be added on top of the existing sector light level. For example, an orb with this flag that orbits around the player, will not render on the players' first person view, but can be seen if the player sees themselves through another camera, or looks at themselves through a mirror or a portal. With this flag, they become absolute.įorces the actor to cast sprite shadows, this can be used to make a monster cast a sprite shadow if the setting is set to default, or to make non-monster actors such as decorations cast shadows as well.Įntirely disables shadow casting for the actor regardless of what the setting is set to, can be used to make a monster not cast shadows, can't be used to turn shadows off for players.Īctors with this flag on will not appear on the view of the actor who they have set as their master. The ViewAngle/Pitch/Roll properties are an offset to the current actor's angle/pitch/roll. Custom content should generally not use this flag, though it can be desired for visual consistency with vanilla content for actors such as fireball projectiles or teleportation flashes. An actor with this flag will change its RenderStyle to Normal (opaque) when r_vanillatrans is set to 1 or 3. Marks the actor's RenderStyle as being a ZDoom graphical enhancement over the original. Position interpolation is disabled for this actor. The visible angle becomes absolute - not offset by the actor's current angle. If the current sprite is mirrored (such as POSSA2A8 versus CYBRA2), this flag has no effect.Įnables rendering of a sprite based on defined angles through the use of VisibleAngles and VisiblePitch. Using this flag restores the original behavior of displacing via the center instead of offsets.Įnables the use of the SpriteAngle actor property.Īctor sprite is flipped on the x-axis in a special way. Offsets are now used instead of the center. Prior to this flag's introduction, rolling occurred at the very center of the sprite no matter what offsets were used. NOTE: This flag is not compatible with FLATSPRITE. Similar to FLATSPRITE but is not affected by pitch. ![]() NOTE: This flag is not compatible with WALLSPRITE.Īctor sprite is affected by roll, rotating the sprite. Interpolation smoothly transitions from the previous angles to the next instead of instantly snapping.Īctor becomes a flat sprite which can be tilted with the use of the Pitch actor property. I think we would all appreciate these features, that would greatly benefit the mod community, and breathe yet another deep-belly blow of fresh air to the life of our favorite action-game.The following flags can be used with any actor.Īctor angles are constantly interpolated over the span of one tic. Two things that IMO are necessary, are for the dynamic light to clip on sector walls, and the possibility to define the light-object's X/Y/Z dimensions. I was wondering if there are plans to improve on this aspect? It looks beautiful and is the perfect complement to the now-strong level-design features. GZDoom is now IMO the source-port with the most accurate gameplay, in addition to sporting probably the best mapping finesses and special effects around. When I tried GZDoom, I was most pleasantly surprised. I always used to hate ZDoom, primarily for its odd mouse-input reading. I moved on to Boom and GLBoom, but the gameplay was never as precise as it was in vanilla. I used to stick to vanilla, until I was forced to find another executable because of the Windows XP incompatibilities.
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