few actions for one linedef
Moderator: Graf Zahl
-
- Posts: 40
- Joined: Tue Jun 06, 2006 15:43
- Location: Lithuania
few actions for one linedef
Can I make few different actions for one linedef? If yes, how?
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
- Jive
- Posts: 340
- Joined: Sat Mar 11, 2006 23:44
- Location: Manaus (Amazonia)
- Contact:
For Doom Legacy, it's impossible (because of a bug never solved, limiting the distance to 24 between 2 linedefs with an action), but you could try this trick with GZDoom:
put several linedefs one after the other, each one with a different action, separated by a distance of 2. It should be efficient.
I try it right now, and I'll come back to let you know if my trick is correct.
put several linedefs one after the other, each one with a different action, separated by a distance of 2. It should be efficient.
I try it right now, and I'll come back to let you know if my trick is correct.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Phobus
- Posts: 227
- Joined: Sat Sep 03, 2005 11:48
- Location: Orpington, Kent, England
- Contact:
- Boingo the Clown
- Posts: 102
- Joined: Sat Dec 03, 2005 17:40
- Location: North of New York, West of Montreal, East of Toronto, and South of Hell
- Contact:
Some of us old timers, who were modding before scripting came into use, still fall back on old tricks that are not script dependant, like linedef stacking for instance.
If I recall, linedef stacking is a trick where you define multiple linedefs between the same two vertices, and each linedef is a non repeating switch. Each time the player throws what appears to be one switch, the lowest numbered linedef would be activated, then become inert, allowing the next one to be thrown.
Please correct me if I am wrong. I never actually used this trick myself, although I have seen wads that used it.
If I recall, linedef stacking is a trick where you define multiple linedefs between the same two vertices, and each linedef is a non repeating switch. Each time the player throws what appears to be one switch, the lowest numbered linedef would be activated, then become inert, allowing the next one to be thrown.
Please correct me if I am wrong. I never actually used this trick myself, although I have seen wads that used it.
- Jive
- Posts: 340
- Joined: Sat Mar 11, 2006 23:44
- Location: Manaus (Amazonia)
- Contact:
- Phobus
- Posts: 227
- Joined: Sat Sep 03, 2005 11:48
- Location: Orpington, Kent, England
- Contact:
- Boingo the Clown
- Posts: 102
- Joined: Sat Dec 03, 2005 17:40
- Location: North of New York, West of Montreal, East of Toronto, and South of Hell
- Contact:
- chopkinsca
- Posts: 183
- Joined: Thu Dec 29, 2005 8:09
I'm quite the opposite. Both being a new mapper (2003 I think?) and I do almost everything with scripts. I like to work out the logic in scripts, and most of the scripts I do write would be too complicated to do with fancy lindef tricks.Boingo the Clown wrote:As an old time mapper, ... As a result, my policy tends to be "If you can do something without scripting, do it without scripting".
It was fun to do a boom-compatible map and do psuedo scripting using voodoo dolls. Even in boom I coudn't get away from using a 'scripting' language.
But in the end it doesn't matter, as long as it gets the job done and you had fun doing it.

- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact: