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DooMBoy
Heh
(but Stupidity still cannot be concealed)


Posts: 8509
Registered: 12-00


...make teleporters or windows using DeePSea?
I've tried to figure it out on my own, but to no avail.

Old Post 12-23-01 20:22 #
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Fredrik


Posts: 11685
Registered: 05-00


To create teleporters, create two sectors, each with a teleport destination thing in. Give the sectors unique tags (for example 1 and 2). Select the boundary lines of the sectors (preuming they are 2-sided) and give them the WR teleport special and proper tags, e.g. the lines of the teleporter sector with tag 1 get tag 2 and vice versa.

Meh.

To make a window, place one sector between the two rooms you want a window between. Give that sector a higher floor height than the rooms.

There you go or something.

Old Post 12-23-01 22:55 #
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deep
as in Deepsea


Posts: 1066
Registered: 09-01


Except for Hexen type levels (that can include ZDOOM), you use TIDs instead of sector tags.

Old Post 12-23-01 23:04 #
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DooMBoy
Heh
(but Stupidity still cannot be concealed)


Posts: 8509
Registered: 12-00


OK, I've gotten the teleporter thing to work, and it is very cool. I haven't gotten around to playing with windows yet-that's next on my agenda.
I do have a problem with the TPs-if I put in 3 or more TPs, the third (and upwards from the third one) all direct me back to the very first teleporter. How do I fix this little problem?
Thanks.

Old Post 12-27-01 22:45 #
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Fredrik


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Registered: 05-00


Change the linedef and sector tags.

A teleporter linedef with the tag x leads to a sector with the tag x.

So, say you want a chain of teleporters, you can do

Teleporter A: Sectortag 1, Linetag 2 (goes to B)
Teleporter B: Sectortag 2, Linetag 3 (goes to C)
Teleporter C: Sectortag 3, Linetag 4 (goes to D)
Teleporter D: Sectortag 4, Linetag 5 (goes to E)
Teleporter E. Sectortag 5, Linetag 1 (goes to A)

Old Post 12-28-01 10:21 #
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