by Rex Claussen » Wed Dec 15, 2010 15:47
Ah, I get it now. In any case, orientation of the doorway would not make a difference to the way this script works, so whether your rooms are E-W of each other or N-S (as in your case) it would not make a difference.
In your ACS_Execute special assigned to the activating linedef, make sure that you assign the door's tag ID to the first argument. This may be what's causing your problem. (Of course, also make sure that the activating linedef is flagged properly - player crosses, player uses, enemy crosses, etc.)
As an alternative, use the following script (assuming your door has a Tag ID = 9):
#include "zcommon.acs"
script 1 (void)
{
Floor_LowerByValue (9, 16, 64);
Ceiling_RaiseByValue (9, 16, 64);
Delay (120);
Floor_RaiseByValue (9, 16, 64);
Ceiling_LowerByValue (9, 16, 64);
}
Ah, I get it now. In any case, orientation of the doorway would not make a difference to the way this script works, so whether your rooms are E-W of each other or N-S (as in your case) it would not make a difference.
In your ACS_Execute special assigned to the activating linedef, make sure that you assign the door's tag ID to the first argument. This may be what's causing your problem. (Of course, also make sure that the activating linedef is flagged properly - player crosses, player uses, enemy crosses, etc.)
As an alternative, use the following script (assuming your door has a Tag ID = 9):
#include "zcommon.acs"
script 1 (void)
{
Floor_LowerByValue (9, 16, 64);
Ceiling_RaiseByValue (9, 16, 64);
Delay (120);
Floor_RaiseByValue (9, 16, 64);
Ceiling_LowerByValue (9, 16, 64);
}