EarthQuake
9.5 on the Richter!

Posts: 1462
Registered: 05-03 |
Wow, I had no idea you could do that with a scrolling floor. The problem with the design though, is that I would be required to tag each and every one of these mechanisms by hand, and with requiring so many in the entire map, it's going to get tedious. Also, I suspect that if your contraption was sped up (remember I need the doll to move very quickly), it would probably fly off the conveyor.
There isn't a need to make a seperate branch entirely, just enough for the voodoo doll to trigger a different linedef action. It's actually preferable in my case if it led into the same teleport linedef.
I just recently created what I was kind of looking for, although it has one problem.
Looks something like this:
code: _
|T|
| \
|D 1|
|2 |
\ |
|_|
Where T is the beginning, D is the door, and 1/2 are the triggers. The conveyor moves at 512 speed, the player radius is 14, and the whole thing is 64w x 192h units. If the door is closed (it is triangular), the doll will activate linedef 1. If it's open, it will pass through to linedef 2. The voodoo doll currently moves through at about 2-3 times per second.
It currently uses 11 linedefs for the structure itself, 3 linedefs for the door, and 2 linedefs for each of the triggers. This doesn't count the teleport lines, which are shared between multiple systems like this.
That's 16 linedefs. But, when you multiply that by a minimum of 768, those numbers are daunting (like 12k linedefs). And that's probably only a third of these systems that I will require. It also doesn't count rest of the map.
So the system I just designed which has been the most efficient of them all so far, is not good enough. :(
Honestly, I just don't think it's possible. I will most likely have to find a different way of processing stuff so I can use less of these.
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