Floor_RaiseByValue

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

23:Floor_RaiseByValue (tag, speed, height)

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

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:

TypeConversionTrigger
Doom 58:W1 Floor Up 24Floor_RaiseByValue(tag, 8, 24)Player Cross
Strife 58:W1 Floor Up 64Floor_RaiseByValue(tag, 8, 64)Player Cross
Doom 92:WR Floor Up 24Floor_RaiseByValue(tag, 8, 24)Player Cross, Repeatable
Strife 92:WR Floor Up 64Floor_RaiseByValue(tag, 8, 64)Player Cross, Repeatable
Boom 161:S1 Floor Up 24Floor_RaiseByValue(tag, 8, 24)Player Use
Boom 180:SR Floor Up 24Floor_RaiseByValue(tag, 8, 24)Player Use, Repeatable
EDGE 434:S1 Floor Up 2Floor_RaiseByValue(tag, 8, 2)Player Use
EDGE 435:SR Floor Up 2Floor_RaiseByValue(tag, 8, 2)Player Use, Repeatable
EDGE 436:W1 Floor Up 2Floor_RaiseByValue(tag, 8, 2)Player Cross
EDGE 437:WR Floor Up 2Floor_RaiseByValue(tag, 8, 2)Player Cross, Repeatable
EDGE 438:G1 Floor Up 2Floor_RaiseByValue(tag, 8, 2)Attack Hit, Missile Cross
EDGE 439:GR Floor Up 2Floor_RaiseByValue(tag, 8, 2)Attack Hit, Missile Cross, Repeatable
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