Cutstuff Forum
Mega Man 8-bit Deathmatch => Help & Editing => Topic started by: SickSadWorld on January 11, 2011, 05:42:03 AM
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This is really baffling.
It seems that extracting flashman.wad from the v1c.pk3 and opening it in Doom Builder shows that the floors in Flashman's stage that are slippery have sector tags but there's no script to define the friction! I would have expected Sector_SetFriction defining the friction for these sectors, but it appears absent... initially I thought it just used the sector special Unknown (79) but as someone pointed out that's way too slippery.
Another person in the community and I were wondering what specific friction value do these floors have? I've looked everywhere, in the TEXTURES lump, GLOBAL, CMPGNINFO, etc etc but I could not find an answer. This isn't anything crucial by any means, as experimentation can lead to fruitful results but I'm just baffled at why in a campaign or in multiplayer there is slipperyness but not when launching from Doom Builder. Indeed, there is no apparent defined behavior for the slipperyness which is quite baffling. Any help or pointers are appreciated.
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Good Gosh, do people really overlook the most simplest thing? The Friction is Sector Effect 79.
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The Friction is Sector Effect 79.
That's what I thought at first too. Testing the level by setting the tagged sectors to 79 seems to be more slippery than when playing it in a campaign. Also it's not consistent with the fact that the slippery sectors have a sector tag suggesting that there is a corresponding Sector_SetFriction() declaration somewhere, since Sector Effect 79 does not require a tag.
I'm happy with this answer though but it leads to another question. What friction value does Sector Effect 79 set?
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79 Sector_LowFriction
Lowers the friction in the sector to create icy terrain.
There is no exact number stated, according to ZDoom Wiki
It worked fine for me though when I had to create an ice themed map.
As for Flash Man's stage, I'm not sure where the script is for that or what the tag 2 is connected too. Perhaps it's a global acs function somewhere that only applies to Flash Man's level number. I don't know. Cutty would have to answer that for himself.
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The script is hidden to prevent people unlocking the bosses easily but I'll try to remember to get back to you on this when I get home
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Alternately, you could try it yourself with this function.
Sector_SetFriction(sector,friction);
No idea why that didn't clue in to me earlier. I trust you understand ACS enough to know how to make it work.
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Yes, of course
It seems like a value of 150 "feels right" for Flashman's stage, but I'd be interested in what the real value is
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Close! It's 152.
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Thanks Mike!
Another mystery solved with your help :geek: