Talk:Sector Set3dFloor
Inverted shootability
Solid/Non-solid
"32: If you add 32 to the type the shootability rules will be inverted. You can shoot through solid 3D floors but not through non-solid ones. This does not work for the Vavoom type."
Clearly, I can shoot throug a non-solid floor but not throug a solid. I think this should be
"32: If you add 32 to the type the shootability rules will be inverted. You can shoot through non-solid 3D floors but not through solid ones. This does not work for the Vavoom type." —Preceding unsigned comment added by Milasudril (talk • contribs) 18:02, 4 May 2009
- Then it wouldn't be an inverted behavior, would it? The normal behavior is shooting only through non-solid floors, and thus the inverted behavior is the reverse, shooting only through solid floors. --Gez 12:32, 5 May 2009 (UTC)
- Yes but it sais the opposite. Or better:
"32: If you add 32 to the type the shootability rules will be inverted. This means that you can shoot through solid 3D floors but not through non-solid ones. This does not work for the Vavoom type."—Preceding unsigned comment added by Milasudril (talk • contribs) 16:16, 15 May 2009
- Nonsense. You don't use that flag if you don't understand it. --Gez 19:41, 15 May 2009 (UTC)
0 flag
There is no flag with a value of 0. It just wouldn't work, how could you tell whether it's set or not? (If the value is, say, 64, is it just 64 or 0+64?) There is absolutely no code that checks for a total value of 0 for that parameter in the actual code for Sector_Set3dFloor, either. --Gez 23:02, 30 April 2010 (UTC)
Is this information true?
This (the part in bold): "A same sector cannot have both a 3D floor and a Transfer_Heights effect (actually it can, at least in GZDoom)." I had an issue with my Escape Teleporter map where a HOM was evident under a 3D-floor bridge but only visible in the OpenGL renderer. It turned out that the same sector had also a Transfer_Height attached to it. -- Blue Shadow (talk) 23:17, 28 November 2013 (CST)