Floor_RaiseByValue

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23:Floor_RaiseByValue (tag, speed, height)


  • tag: Tag of affected sector
  • speed: How quickly the floor moves
  • height: Amount to raise floor by

Raises a tagged sector's floor by height units. If tag is 0, then the sector on the line's back side is used.

Examples

#include "zcommon.acs"
script 2 (void)
{
   Floor_RaiseByValue(69,10,80);
}

Conversions from linedef types

The following Doom map format types can be converted as Floor_RaiseByValue:

Type Conversion Trigger
MiniDoomLogoIcon.pngDoom 58:W1 Floor Up 24 Floor_RaiseByValue(tag, 8, 24) Player Cross
MiniStrifeLogoIcon.pngStrife 58:W1 Floor Up 64 Floor_RaiseByValue(tag, 8, 64) Player Cross
MiniDoomLogoIcon.pngDoom 92:WR Floor Up 24 Floor_RaiseByValue(tag, 8, 24) Player Cross, Repeatable
MiniStrifeLogoIcon.pngStrife 92:WR Floor Up 64 Floor_RaiseByValue(tag, 8, 64) Player Cross, Repeatable
MiniBoomLogoIcon.pngBoom 161:S1 Floor Up 24 Floor_RaiseByValue(tag, 8, 24) Player Use
MiniBoomLogoIcon.pngBoom 180:SR Floor Up 24 Floor_RaiseByValue(tag, 8, 24) Player Use, Repeatable
MiniEDGELogoIcon.pngEDGE 434:S1 Floor Up 2 Floor_RaiseByValue(tag, 8, 2) Player Use
MiniEDGELogoIcon.pngEDGE 435:SR Floor Up 2 Floor_RaiseByValue(tag, 8, 2) Player Use, Repeatable
MiniEDGELogoIcon.pngEDGE 436:W1 Floor Up 2 Floor_RaiseByValue(tag, 8, 2) Player Cross
MiniEDGELogoIcon.pngEDGE 437:WR Floor Up 2 Floor_RaiseByValue(tag, 8, 2) Player Cross, Repeatable
MiniEDGELogoIcon.pngEDGE 438:G1 Floor Up 2 Floor_RaiseByValue(tag, 8, 2) Attack Hit, Missile Cross
MiniEDGELogoIcon.pngEDGE 439:GR Floor Up 2 Floor_RaiseByValue(tag, 8, 2) Attack Hit, Missile Cross, Repeatable