mac53 Posted January 6, 2007 Hi... I've run into an issue that I'm having a problem trying to figure out to correct. It has to do with the [Amindef] Animated Definitions within my map and in particular... switches. I can get the switch to operate by it's frame change, sound and Linedef function, but I can't get it to reset back to it's start position, to be used again. Below, is an example of how I have my custom switches loaded in my Amindef lump. SWITCH [Switch's texture name 1] off sound DSSWTCHN pic [Switch's texture name 2] tics 0 SWITCH [Switch's texture name 2] on sound DSSWTCHX pic [Switch's texture name 1] tics 0 I'm a little familiar with writing some script for certain actions within my map and I've tried quit a few changes within this lump without any success. Below is a copy of the error report I get when I test my map with the latest version of Gzdoom. OS: Windows XP 5.1 (Build 2600) Service Pack 2 adding C:/Doom2/GZDoom/gzdoom.pk3 adding C:/Doom2/zdoom2/Doom2.wad (2951 lumps) [The Doom2 wad is Hexen formatted] adding C:/DeePsea/FLING.WAD (613 lumps) CPU Speed: 2002.550976 MHz CPU Vendor ID: AuthenticAMD Name: AMD Athlon(tm) 64 Processor 3200+ Family 15 (15), Model 4, Stepping 8 Features: MMX MMX+ SSE SSE2 3DNow! 3DNow!+ I_InitSound: Initializing FMOD Setting DirectSound output succeeded Setting driver 0 succeeded Initialization succeeded GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce 7600 GS/AGP/SSE2/3DNOW! GL_VERSION: 2.0.3 GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control Support for non power 2 textures enabled. Occlusion query enabled. Resolution: 1024 x 768 Init DOOM refresh subsystem. Init miscellaneous info. Init Playloop state. ********************************************************************* I know it's quite a bit here and I apologize for the probably unnecessary information, but does anyone know what's possibly going wrong here. Like I said, I can get the top line of the command to function, but the second line command won't. Please help... Thanks mac53 0 Share this post Link to post
Graf Zahl Posted January 6, 2007 You have to flag the line itself as repeatable. As long as a line is a one time trigger the switch won't reset and can't be used again. 0 Share this post Link to post
mac53 Posted January 6, 2007 I've done that... besides you don't get that option in zdoom-hexen. 0 Share this post Link to post
Graf Zahl Posted January 6, 2007 Sure you do. But unlike Doom format maps it's a flag. 0 Share this post Link to post
mac53 Posted January 7, 2007 Ok... Maybe I don't know where to find them then... Thanks 0 Share this post Link to post
mac53 Posted January 7, 2007 My fault for not mentioning... I use DeePsea Thank you for your post anyway, buddy ;-) 0 Share this post Link to post
mac53 Posted January 7, 2007 be sure that when you look for it make sure you have zdoom-hexen 0 Share this post Link to post