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Shadow Dweller
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Posts: 463
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yeah, I will definitely try keeping a backup on flashdrive and a couple in a seperate directory on PC.

Old Post 07-17-08 16:13 #
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Shadow Dweller
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Posts: 463
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Map 23 is now re-built. Sorry it took so long. My guess is that it is roughly 10% complete overall.

Old Post 07-31-08 00:40 #
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Tango
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Posts: 766
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Awesome :D Good job dude

Old Post 07-31-08 04:49 #
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TheMionicDonut
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Posts: 181
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Hooray for you, and hooray for this map.

Old Post 07-31-08 05:10 #
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Shadow Dweller
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Posts: 463
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Quick question, is it possible to make a two way switch in Boom? For instance say you want one switch to perform two functions like off and on, raise and lower.

Old Post 10-08-08 23:52 #
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Dr. Zin
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Posts: 981
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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.

Old Post 10-09-08 00:15 #
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esselfortium
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Posts: 1980
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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.

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Old Post 10-09-08 00:59 #
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Death-Destiny
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Posts: 932
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This is what I'd do: DOWNLOAD. This has a couple of maps I whipped up as demonstrations. The first map has two switches affecting a lift, one to lower it and another to raise it again using voodoo-conveyer scripts. I think you understand how to do that, but I thought I'd put a demo of it anyway. The second map has a single switch that performs both actions, which I think is what you're asking. As you can see, you can adjust the voodoo conveyer belt rooms to make delays and perform multiple actions at once and a bunch of cool things. Boom-style scripting is really a lot more powerful than some people give it credit for. Go ahead and look at that in an editor to get some ideas. It's more or less some variation of what Essel explained, but as he noted, it's harder to explain and easier to see for yourself.

Old Post 10-09-08 03:51 #
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Shadow Dweller
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Posts: 463
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Yeah, the voodoo thing sounds like what I was asking about. A switch with two functions. Thanks for the maps and the help guys!

Edit: just finished going through the first two maps. That said, it is very close to what I want if not a varient of what I looking for. Is there a way to make it so that when to press the switch it lowers a platform and when you press it again it raises it?

Last edited by Shadow Dweller on 10-09-08 at 05:39

Old Post 10-09-08 05:31 #
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