Ivan wrote:
The item thing is not an excuse. You just give each player a new TID and check for that afterwards, and give items to whoever is closest if that is going to solve your issue. Why don't you make a new actor on floor, to act like the sprite bridges such that if the player is closer than a distance, it gives them an item in which does a Damage_Thing ?
Well one, player's don't have TIDs and CAN'T have TIDs because the way I had to hack in about all the things I needed for Decorate. Two, I want the solution to be a versatile solution that I don't have to script in for the up to 40 on each map.
Watermelon wrote:
Use ACS GetActorX/Y/Z and compare it to a predefined cube that if it returns true, kill?
Again, I don't want to have to make 40 of these a map, and have ACS checking it for every player every tic, as well as the square having to be only 1px tall leaving a lot of room for error.
StrikerMan780 wrote:
Instead of showing a diagram, how about show a few shots of your map in Doom Builder 2's 3D Mode?
(or, you can PM me the section of the map that is the issue, and I can investigate in DB2)
Because the right side looks like 2D mode and 3D mode is just a black square thats about 4px wide and you can't see jack.
Anyway, I found a solution that I think works well, I inherited from the bridge actor, gave it the +touchy flag, then it kills the target and goes back to the Spawn state.
EDIT: Oops we don't have +TOUCHY, so I did this:
Spoiler: decorate (Open)Code: Select all
actor KillBridge : ThrustFloor 11999
{
height 1
radius 16
+SOLID
+NOGRAVITY
+NOLIFTDROP
+ACTLIKEBRIDGE
RenderStyle None
states
{
Spawn:
TNT1 A 1 A_ThrustImpale
See:
TNT1 A 2 A_ThrustImpale
TNT1 A 1
loop
}
}