lifts & platform issues.. impassable line problem

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Mr.T
 
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lifts & platform issues.. impassable line problem

#1

Post by Mr.T » Mon Aug 04, 2014 8:54 pm

hello
so umm i've been mapping for 10 days now
i got three individual problems at the moment
first one being, on top is a 3d floor walkway, i made these prison rods impassable, the problem is now i cant pass on the red-highlighted floor either, or any of the vile floors as well of course

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2 this platform has action 62, platform lower wait raise, it works perfectly fine, except the fact that it has to go all the way down to the yellow-highlighted vile floor.. and i need it go lower just to next level to where the switch and pole are ...
someone told me i have to write a script for that and to be honest i have 0 experience with coding and scripts and they just look hard and complicated for me :s

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3 again, using action 64, platform raise wait lower, the switch sectors stays down even if i sector-tag it with the platform. i thought if i could make the switch move with the platform. and if i could actually make the lift stay there until the switch is pressed again to lower ..

Image

ps: im using gzdoombuilder doom in hexen format
plz help :\ thank you
Last edited by Mr.T on Mon Aug 04, 2014 8:56 pm, edited 1 time in total.

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Tiger
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RE: lifts & platform issues.. impassable line problem

#2

Post by Tiger » Mon Aug 04, 2014 9:22 pm

first one being, on top is a 3d floor walkway, i made these prison rods impassable, the problem is now i cant pass on the red-highlighted floor either, or any of the vile floors as well of course
Do remember that Doom is not a full 3D engine (would be nice!!!), but we're bound to the 2.5 engine. With that said, making that line impassable is going to do just that - - that entire line is impassable. A work around that I used - is to create another 3D Floor that sort-of acts as an impassable sector-reference, but - the draw back is that you can not shoot through the 3D Object (or maybe you can, depending on UDMF's settings? - I have not really ventured that far, nor motivated). To apply this idea: Create a new 3D Object with a ceiling height that reaches the ceiling of the prison bars, and the floor height of the 3D Object to hit the ceiling height of the other 3D Object. You may define the flats as you wish with the newly created 3D Floor -they wont be shown anyways-, but the texture used - must be marked as '-' so the 3D Object will be see-through. (Hopefully that made sense?)
In essence, you're creating another 3D Object, but it is going to be placed where the prison bars are located. Infact, you might be able to ditch the bars as a ordinary line, and use the bars as part of the newly 3D Object? - just an idea.
this platform has action 62, platform lower wait raise, it works perfectly fine, except the fact that it has to go all the way down to the yellow-highlighted vile floor
If the yellow-highlighted sector reference is a 3D Object, then yes, it must be a map script action.
again, using action 64, platform raise wait lower, the switch sectors stays down even if i sector-tag it with the platform. i thought if i could make the switch move with the platform. and if i could actually make the lift stay there until the switch is pressed again to lower
I don't quite understand this question\issue, can you elaborate a bit?

ps: im using gzdoombuilder doom in hexen format
I strongly URGE you to use UDMF, especially if you're going to use 3D Objects. You can use the guide here to help you convert to UDMF (which is a lot better than Hexen's binary format!)
Last edited by Tiger on Mon Aug 04, 2014 9:57 pm, edited 1 time in total.

Mr.T
 
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RE: lifts & platform issues.. impassable line problem

#3

Post by Mr.T » Mon Aug 04, 2014 10:44 pm

if u meant to make another 3d floor and use a middle texture for bars then that sadly didn't work either..
the vile floor is the real floor, the real ceiling is the highest, the middle is the 3d floor, in other words i tagged the sectors with the 3d floor tag .. isnt that how its done? making another 3d floor will just act the same as the previous one blocking the way. i guess i'll have to remove it even tho it would look stupid without it :(

Image

when i press the switch the floor goes up leaving the switch down so it looks something similar to this (even tho in gameplay its covered however the lift/platform is just over the switch)

Image

Image

i could make it that it goes up as player walks over, then it goes down, but thing is if thats the case there isnt much space left to walk between sides back and fourth. so i need the lift to stay up with the switch and goes down when switch is pressed ..

is there any other suggestions to how to do it
Last edited by Mr.T on Mon Aug 04, 2014 10:56 pm, edited 1 time in total.

Konda
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RE: lifts & platform issues.. impassable line problem

#4

Post by Konda » Mon Aug 04, 2014 11:20 pm

Problem1: Don't mark the bars line as impassible, mark it as walkable middle texture instead. If you can't see the option, use the line action called Line Identification instead, it gives you additional middle texture options (walkable middle texture being one of them) as well as the option to give your line a tag.

You may want to use UDMF in the future, it makes things easier. In UDMF, you can tag lines straight in the options and you already have the additional mid texture options, eliminating the need for Line Identification.

Problem2: http://zdoom.org/wiki/Plat_DownByValue

Problem3: If you need the platform to stay up until the switch is pressed, try these functions instead:
http://zdoom.org/wiki/Floor_RaiseByValue
http://zdoom.org/wiki/Floor_LowerByValue

zdoom wiki is your friend.
Last edited by Konda on Mon Aug 04, 2014 11:49 pm, edited 1 time in total.

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Mr.T
 
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RE: lifts & platform issues.. impassable line problem

#5

Post by Mr.T » Tue Aug 05, 2014 12:34 am

thank you konda, i have solved problem 2 :wonk:
the problem with 3 is i cant double tag one switch to lower and raise
besides, raising floor and staying there with repeatable action, causes u to be able to reach ceiling by keep pressing the lift lol if i only knew what the arguments buttons are for..

and as for 1 i dont really get what you mean by walkable middle, the bars are a single line with middle front and back textures upper and lower unpegged and unpassable cause want to block jumping off to escape the trap by the end of the walkway.
i just realized i doubled the problem as the barons bars block my way as well on floor *facepalm*
ps: nice sharingan!
Last edited by Mr.T on Tue Aug 05, 2014 12:34 am, edited 1 time in total.

Konda
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RE: lifts & platform issues.. impassable line problem

#6

Post by Konda » Tue Aug 05, 2014 12:58 am

Walkable Middle texture is a line flag which, if ticked, blocks player and monster movement only where the middle texture is placed, alowing movement below and above the middle texture. This also means that a player can stand on top of the middle texture (not possible in your case since there is no room above it), which is how the flag got its name. So, untick Impassible and tick Walkable Middle Texture and problem 1 is solved.

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Mr.T
 
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RE: lifts & platform issues.. impassable line problem

#7

Post by Mr.T » Tue Aug 05, 2014 1:24 am

sounds legit, except i assume you're talking UDMF, im in doom in hexen format..

Konda
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RE: lifts & platform issues.. impassable line problem

#8

Post by Konda » Tue Aug 05, 2014 2:02 am

zdoom.org/wiki/Line_SetIdentification

'32: 3dMidtex: Treats the mid
texture on this linedef as a
part of solid geometry. The
texture part of such a linedef
blocks actor movement (like
a railing) and players and
monsters can walk on such
textures. Linedefs with this
flag set can be attached to
moving sectors via the
Sector_Attach3dMidtex
action special.'

EDIT: yes it works in hexen format
Last edited by Konda on Tue Aug 05, 2014 2:12 am, edited 1 time in total.

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Mr.T
 
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RE: lifts & platform issues.. impassable line problem

#9

Post by Mr.T » Tue Aug 05, 2014 2:16 am

it worked :wonk:
thanks ur awesome <3
that only leaves the middle lift if its not solved i'll just make it smaller and let it raise-wait-lower

Konda
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RE: lifts & platform issues.. impassable line problem

#10

Post by Konda » Tue Aug 05, 2014 2:36 am

as for problem 3, I can write a simple script

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#include "zcommon.acs"

script 1 (void)
{
floor_raisebyvalue(tag, speed, height);
suspend;
floor_lowerbyvalue(tag, speed, height); 
}
open the script editor, paste the code, replace 'tag', 'speed', and 'height' with numbers of your choice. After that click on the button in the script editor which compiles the script. It should be the rightmost button. If it doesn't show any errors, the script is ok. After that give the switch line action called Script Execute and set the script number (first parameter) as 1 and leave 0 at everything else.

EDIT: Make sure to select 'Script Execute' and NOT 'Script Execute Always'
Also, the switch sector and the platform sector must have the same tag
Last edited by Konda on Tue Aug 05, 2014 2:56 am, edited 1 time in total.

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Mr.T
 
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RE: lifts & platform issues.. impassable line problem

#11

Post by Mr.T » Tue Aug 05, 2014 10:52 am

and how is that a "simple" script exactly? :eek:
i think my brain would freeze thinking to start writing first line
i have to thank you again
however, i just realized how incurable this s&#@ is lol
as the lift stays up in case you fall down you cant go up again unless you rj.. therefore i made a linedef sector tag so that it goes down from outside as well.
furthermore one could rj anyway over the rods so i had to block the way by making two 3d floors and another linedef mid texture flag just like the first one
and to complete it i put the rods below it, however, it makes wholes through the 3d floor, i guess i'll have to accept that i got a headache trying to figure this one annoying lift lol

thank you konda :razz:
also thanks Tiger :lol:


Image

Image
EDIT lol ok i made the rods 3d floors so that i can fill the wholes :v:

final result :biggrin:

Image
Last edited by Mr.T on Tue Aug 05, 2014 11:52 am, edited 1 time in total.

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