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Two questions

 
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scirmast
Da Po-po


Joined: 13 Nov 2002
Location: Finland

PostPosted: Sun Dec 07, 2003 3:44 pm    Post subject: Two questions Reply with quote

Is it possible to make a wall close for a duration and then open again? Player walks to a certain spot or presses a button, and then a wall closes. Is it possible that the wall is closed at the start of the game, and when a button is pressed it opens, AND after that it closes for a set duration when a player walks to a certain area?

Is it possible to make a lift go up and then come down after a certain amount of time? I know it is possible to do the opposite.

I hope at least someone understood Smile I'm not good at explaining things.
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ATG_Death
and this one time, at band camp...


Joined: 23 Feb 2003
Location: Estonia

PostPosted: Sun Dec 07, 2003 4:49 pm    Post subject: Reply with quote

Linedef Special 249: Door_CloseWaitOpen (tag, speed, delay)
Linedef Special 64: Plat_UpWaitDownStay (tag, speed, delay)
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SirTimberWolf
Spamming!


Joined: 15 Sep 2003
Location: Syracuse NY

PostPosted: Sun Dec 07, 2003 4:57 pm    Post subject: Reply with quote

Yeah it is very possible... use acs scripting to do it... heres an example*

Code:
script 31 (void)
{
   delay (const: 12);
   Door_close (const:2, 64);
}


What this does is when script 31 is invoked *either by pressing a switch or crossing a linedef that is tagged to execute script 31 it will close the door "2" after 12 tics have gone by
you can easily modfiy this to include a lift *though the name escapes me at the moment... Heres an example wad I put together for you... it's in zdoom(hex) format

http://www.geocities.com/sirtimberwolf/depot2.zip

If you have any questions just lemmie know
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ATG_Death
and this one time, at band camp...


Joined: 23 Feb 2003
Location: Estonia

PostPosted: Sun Dec 07, 2003 5:54 pm    Post subject: Re: Two questions Reply with quote

scirmast wrote:
Is it possible that the wall is closed at the start of the game, and when a button is pressed it opens, AND after that it closes for a set duration when a player walks to a certain area?

For example, your door is tagged 1; create a switch that opens a door with tag=1. Then add special 249 (door closes, waits specified amount of time, then opens) to a 2-sided linedef facing that "certain area".
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Shockwav3
The human germ


Joined: 22 Aug 2003

PostPosted: Sun Dec 07, 2003 6:59 pm    Post subject: Reply with quote

SirTimberWolf wrote:
Yeah it is very possible... use acs scripting to do it... heres an example*
acs would barely work on zdaemon.
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Joshua-[NTW]-
On a Rampage!


Joined: 19 Oct 2003
Location: Take a wild guess.

PostPosted: Mon Dec 08, 2003 12:30 am    Post subject: Reply with quote

Shockwav3 wrote:
SirTimberWolf wrote:
Yeah it is very possible... use acs scripting to do it... heres an example*
acs would barely work on zdaemon.


Sad It should work since it was based off of Zdoom 1.22.
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scirmast
Da Po-po


Joined: 13 Nov 2002
Location: Finland

PostPosted: Mon Dec 08, 2003 12:43 am    Post subject: Reply with quote

Thanks for so quick aswers. I'm still designing my maps and I wanted to know if those features were even possible. Smile I'll take a look at your example wad TimberWolf, when GeoShitties lets me in Smile

Oh and one more thing: what editor program would you guys recommend? Recently I dowloaded Wad Author, but then I learned it's not free. DeeP seems to be great, but the shareware version has a linedef limit. Which one is the best?
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SirTimberWolf
Spamming!


Joined: 15 Sep 2003
Location: Syracuse NY

PostPosted: Mon Dec 08, 2003 12:48 am    Post subject: Reply with quote

ugh... goto
www.geocities.com/sirtimberwolf
and grab depot2.zip
sorry bout that Sad

Wadauthor is my personal fave but I have heard good things about doom builder


[shamelessplug] http://sirtimberwolf.blogspot.com/ [/shamelessplug]
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ATG_Death
and this one time, at band camp...


Joined: 23 Feb 2003
Location: Estonia

PostPosted: Mon Dec 08, 2003 2:21 am    Post subject: Reply with quote

If you ever used DEU/WinDEU, then you'll know how to use Zeth - the best IMO.
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enVision
A.K.A. Rat-Arsed


Joined: 13 Dec 2002
Location: Lagland

PostPosted: Mon Dec 08, 2003 7:37 pm    Post subject: Reply with quote

A simple solution:

Create the wall as a sector tagged 1.

Have the floor the same hieght as the ceiling (This will require a lower texture).

Tag the linedef with the same tag as your new sector.

Set the type to 'Floors Lower' and find an option you want.

If you want to it to go back up you'll need a second linedef to do that.

It doesnt require any scripting and its pretty simple to do Smile
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