belphegore Posted May 1, 2009 I gave some things the z-hight value of 136. The ceiling height is -128. In Doombuilders visual mode all looks fine. But in ZDoom (GZDoom) the things are on the ground (-128). Is this a problem of the nodebuilders? I tried different nodebuilders (zennode, bsp w32, zdbsp) but the result is the same... 0 Share this post Link to post
Patrick Posted May 1, 2009 Most Items are affected by the map's gravity. Only objects with the +NOGRAVITY flag will have a Z position. 0 Share this post Link to post
belphegore Posted May 1, 2009 Okay, I must say I placed them all above a doombuilder bridge thing... Now I also tried Monsters, Weapons, Powerups and Keys and all works great. Only player start points, light sources and obstacles not :( 0 Share this post Link to post
DuckReconMajor Posted May 1, 2009 Player start points can't be put at a z-height. Use an acs function to teleport the player at the start of the level to the height you want. I suggest using SetActorPosition in an ENTER script. 0 Share this post Link to post
CodeImp Posted May 1, 2009 DuckReconMajor said:Player start points can't be put at a z-height.Wow. Why didn't anyone wrote code for that yet? I completely understand Duck, I would have done the same thing. When the sourceport has bridges and 3D floors and all that, you would expect the Z height on things to work so that they spawn in the right place. 0 Share this post Link to post
Kappes Buur Posted May 2, 2009 That is something which had been addressed several times before. http://forum.drdteam.org/viewtopic.php?f=25&t=3909 0 Share this post Link to post
belphegore Posted May 2, 2009 Thanks for all the answers. I only wanted to do a 3d bridge with some lights sources on it and I know nothing about scripting... 0 Share this post Link to post
Kappes Buur Posted May 2, 2009 belphegore said:... I only wanted to do a 3d bridge with some lights sources on it and I know nothing about scripting... For GZDoom, lights and monsters can be placed directly. I usually give them a z-height of 2 units above the 3D-floor, just to be on the safe side. If that is really necessary, I do not know. A script is only required for the player starts. 0 Share this post Link to post
ReX Posted May 3, 2009 Kappes Buur said:For GZDoom, lights and monsters can be placed directly. I usually give them a z-height of 2 units above the 3D-floor, just to be on the safe side. If that is really necessary, I do not know.I'd say they are necessary, mainly because when Graf tweaks the code the new versions will sometimes allow the things to fall through because of their heights. (This happened to me recently, when I had placed things just 1-2 units above 3D floors.) To be safe, add 4 or more units above the 3D floor, unless it has a -nogravity flag. All these types of things automatically appear squarely on the 3D floor upon game start-up. Anything with a -nogravity flag would not likely be affected by tweaks in the code, and will probably be at the precise height in-game as they were placed in the editor. 0 Share this post Link to post
belphegore Posted May 3, 2009 Kappes Buur said:For GZDoom, lights and monsters can be placed directly. I usually give them a z-height of 2 units above the 3D-floor, just to be on the safe side. If that is really necessary, I do not know. Okay. My bridge isn't a solid 3d bridge, it's a fake 3d bridge (rofl they are all faked) where you could look and shoot through. As described here: http://www.zdoom.org/zdkb/kk1.html As blocking sprites I took some doombuilders bridge things instead of a modefied sprite. As I wrote before unfortunately only light sources like the floor lamp or obstacles like the barrel couldn't be placed on it. Player starts was not essential for me. BTW the custom bridge thing in db2 aren't working yet. 0 Share this post Link to post