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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
- This actor is already defined in GZDoom, there's no reason to define it again.
- In fact, trying to define an actor with the same name will cause an error (because it already exists).
- If you want to make your own version of this actor, use inheritance.
- Definitions for existing actors are put on the wiki for reference purpose only.
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Invisible bridge thing
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Actor type
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Bridge
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Game
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(ZDoom)
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DoomEd Number
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9990
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Class Name
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InvisibleBridge
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Classes: InvisibleBridge
→InvisibleBridge8
→InvisibleBridge16
→InvisibleBridge32
The invisible bridge is a "3D" element that can be placed at any height and allows players and monsters alike to walk upon it. It is usually combined with midtextures in order to create an approximation of a 3D floor, and is in itself invisible.
A bridge (and derived classes) can be customized by giving it non-zero arguments: the first argument is used as its radius, the second as its height. See also CustomBridge for visible bridges.
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Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub.
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class InvisibleBridge : Actor
{
default
{
RenderStyle "None";
Radius 32;
RenderRadius -1;
Height 4;
+SOLID
+NOGRAVITY
+NOLIFTDROP
+ACTLIKEBRIDGE
}
States
{
Spawn:
TNT1 A -1;
Stop;
}
override void BeginPlay ()
{
Super.BeginPlay ();
if (args[0] || args[1])
{
A_SetSize(args[0]? args[0] : radius, args[1]? args[1] : height);
}
}
}
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Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
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ACTOR InvisibleBridge native
{
RenderStyle None
Radius 32 // Or args[0]
Height 4 // Or args[1]
+SOLID
+NOGRAVITY
+NOLIFTDROP
+ACTLIKEBRIDGE
States
{
Spawn:
TNT1 A -1
Stop
}
}