Ceiling CrushRaiseAndStay: Difference between revisions
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(corrected parameters - linked to Ceiling_CrushRaiseAndStayA) |
(Added example and layout) |
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speed: How quickly the ceiling moves |
speed: How quickly the ceiling moves |
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crush: Amount of damage to apply |
crush: Amount of damage to apply |
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==Usage== |
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Lowers the ceiling of the affected and applies crushing damage to anything underneath it, then raises the ceiling back up to its original height. If tag is 0, then the sector on the line's back side is used. The up speed for this special is always half the down speed. If you need more control over the way the crusher moves you have to use [[Ceiling_CrushRaiseAndStayA]] |
Lowers the ceiling of the affected and applies crushing damage to anything underneath it, then raises the ceiling back up to its original height. If tag is 0, then the sector on the line's back side is used. The up speed for this special is always half the down speed. If you need more control over the way the crusher moves you have to use [[Ceiling_CrushRaiseAndStayA]] |
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==Examples== |
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As the ceiling specials are fairly trivial, examples of every one can be found in the example wad, [http://dr-ian.myby.co.uk/squash.zip Squash]. This wad runs on Map01 of Doom2. |
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[[category:ceiling specials]] |
[[category:ceiling specials]] |
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Revision as of 18:30, 27 September 2005
195:Ceiling_CrushRaiseAndStay (tag, speed, crush)
tag: Tag of affected sector speed: How quickly the ceiling moves crush: Amount of damage to apply
Usage
Lowers the ceiling of the affected and applies crushing damage to anything underneath it, then raises the ceiling back up to its original height. If tag is 0, then the sector on the line's back side is used. The up speed for this special is always half the down speed. If you need more control over the way the crusher moves you have to use Ceiling_CrushRaiseAndStayA
Examples
As the ceiling specials are fairly trivial, examples of every one can be found in the example wad, Squash. This wad runs on Map01 of Doom2.