esselfortium
Senior Member

Posts: 1980
Registered: 01-02 |
Dr. Zin said:
Yes, using conveyor belts and voodoo dolls.
http://www.doomworld.com/tutorials/boom6.php
See the "Pin Point Pushers/Pullers" section. The switch opens a door that blocked the voodoo doll from crossing linedefs with the triggers you want activated.
EDIT: Actually, I might have misunderstood what you wanted. I don't know how to make a switch that activates both functions.
It's much easier to make a voodoo-doll script using an actual conveyor belt instead of point-pushers. Put linedef special 252 on a control line, tag it to the sector you want to scroll/push in, and make its length and direction the speed/direction you want to scroll/push in. Then control the voodoo's ability to trigger lines either using doors, fast-moving raise/lower floors, or whatever else you want to block its path with.
If you need it to be re-triggerable, you'd need to put a line-to-line teleport that takes the voodoo from the end back to the start of the "script" path, crossing a trigger to close the "run script" door again before they teleport back there, to prevent them from just looping back through the script again automatically.
It should be possible to create a multiple-action toggling switch by combining two (or more, if you want more actions to toggle through) voodoo script setups, with two (or more) doors blocking their paths. One of each action's start-script doors would always open every time the switch was used, and and the other(s) in front of that door would open or close by triggers crossed by the voodoo to determine which action it would be able to take.
That probably sounds really confusing, but it's actually relatively simple. You essentially are opening/closing doors to set variables in the script to TRUE or FALSE, if you're familiar with scripting or programming at all.
Let me try to give a working example:
Player hits switch to set script-run to TRUE, by opening that door (which, due to the fact that the voodoo is always being pushed forwards, must be *behind* all the other doors).
Action 1 is TRUE (its door is open), so the voodoo on that path goes through the open door, crosses the trigger(s) to do the action you want.
Afterward, it hits four triggers: one to set script-run to FALSE (close the backmost door), one to set Action 1 to FALSE (close the door it just went through), one to set Action 2 to TRUE (open the second action's door), and a final trigger to silent-teleport itself back in the front, where it will now be stopped by the closed Action 1 (FALSE) door.
When the player hits the switch again, the script-run door opens (TRUE), so the second voodoo will be able to run through its action and then do the same four maintenance actions that the voodoo on Action 1 did, only swapping Actions 1 and 2 (Action 2 = FALSE/closed, Action 1 = TRUE/open.
The next time the switch is pressed, the Action 1 voodoo will be able to run through its script again, and so on.
This could be extended for as many different actions as you want to toggle through.
__________________
sl4.poned.com: Free Esselmusic
Esselmusic: The Album
Knee-Deep in KDiZD: Relive KDiZD, in doom2.exe: (WiP Page) (Doomworld Thread)
|