Ceiling_CrushAndRaiseSilentDist

104:Ceiling_CrushAndRaiseSilentDist (tag, dist, speed, damage [, crushmode])

  • tag: Tag of affected sector
  • dist: Lowest height above the floor during movement
  • speed: How quickly the ceiling moves
  • crush: Amount of damage to apply
  • crushmode: Sets the crushing mode

Usage

Lowers and raises the ceiling of the affected sectors continually, applying crushing damage to anything underneath it. If tag is 0, then the sector on the line's back side is used. The ceiling rises and lowers at the same speed, a behavior different from Ceiling_CrushAndRaise (which is why a dist parameter couldn't simply be added to that one).

Contrarily to other crushing specials, this crusher will stop before reaching the floor, making it possible to have crushers that affect tall actors but not shorter ones.

Examples

Note: This article lists no examples. If you make use of this feature in your own project(s) or know of any basic examples that could be shared, please add them. This will make it easier to understand for future authors seeking assistance. Your contributions are greatly appreciated.

Conversions from linedef types

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

TypeConversionTrigger
Doom 141:W1 Start Crusher, SilentCeiling_CrushAndRaiseSilentDist (tag, 8, 8, 10)Player Cross
Strife 141:W1 Start Crusher, SilentCeiling_CrushAndRaiseSilentDist (tag, 8, 8, 10)Player Cross
Boom 150:WR Start Crusher SilentCeiling_CrushAndRaiseSilentDist (tag, 8, 8, 10)Player Cross, Repeatable
Boom 165:S1 Start Crusher SilentCeiling_CrushAndRaiseSilentDist (tag, 8, 8, 10)Player Use
Boom 185:SR Start Crusher SilentCeiling_CrushAndRaiseSilentDist (tag, 8, 8, 10)Player Use, Repeatable
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