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General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 1781
Registered: 01-10


I just started editing with Doom in UDMF, but switches and stuff work differently now and I'm having trouble getting stuff to work. Can someone help?

Old Post 02-11-10 19:49 #
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General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 1781
Registered: 01-10


Also, tags seem to work differently. One more thing, I don't know how to load single textures into a wad.

Old Post 02-11-10 20:02 #
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Gez
Why don't I have a custom title by now?!


Posts: 6457
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What do you mean, "work differently"?

Presumably, you're talking about the difference between the Doom-style specials (one special is associated to an effect, a magnitude, an activation type, etc.) and the Hexen-style specials that ZDoom-UDMF uses (one special is associated to an effect, for activation you use flags and for magnitude you use parameters).

Old Post 02-11-10 20:13 #
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General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 1781
Registered: 01-10


When I went to the drop down tab for actions it has the generic functions like S=Switch D=Door and such, but down in the list none of them have S or D or whatever next to them

Old Post 02-11-10 20:17 #
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General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 1781
Registered: 01-10


Also, in my other thread you said if I wanted to add textures to a wad I could add single textures so not to take up too much space with a full set of textures, but I don't know how to load just a couple from a pack.

Old Post 02-11-10 20:19 #
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Quasar
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DoomHero85 said:
Also, in my other thread you said if I wanted to add textures to a wad I could add single textures so not to take up too much space with a full set of textures, but I don't know how to load just a couple from a pack.

You need to learn about the Hexen map format before you try to use UDMF, because ZDoom's UDMF namespace semantics are based on its "*-in-Hexen" configurations. In Hexen, line specials do not have a set activation model such as SR or D1; this is instead determined by the line special activation flags on the linedef. You can control the ways in which the line may be activated, and what types of objects may serve as the action's originators.

There is no scope for the full discussion of such things in a thread on this forum, however. You need to visit two resources: the ZDoom Wiki, and the Doom Wiki. I will leave someone else to link you do the ZDoom wiki since I never remember its URL, but the Doom wiki is at http://doomwiki.org

Old Post 02-11-10 20:55 #
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Graf Zahl
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Quasar said:

I will leave someone else to link you do the ZDoom wiki since I never remember its URL



Here it is:

http://zdoom.org/wiki/Main_Page

Old Post 02-11-10 21:04 #
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Gez
Why don't I have a custom title by now?!


Posts: 6457
Registered: 07-07



DoomHero85 said:
When I went to the drop down tab for actions it has the generic functions like S=Switch D=Door and such, but down in the list none of them have S or D or whatever next to them

As I said, for activation you use flags.

Old Post 02-11-10 21:15 #
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General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 1781
Registered: 01-10


Okay, I read some tutorials and figured out how some of the hexen stuff works. But there isn't anything on the zdoom wiki on making a switch that activates a remote door/object etc.

Old Post 02-11-10 21:25 #
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Gez
Why don't I have a custom title by now?!


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It's so obvious. Put a tag on your door sector. Use that as the sector tag argument for your switch linedef.

Old Post 02-11-10 22:02 #
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General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 1781
Registered: 01-10


lol. Thanks

Old Post 02-11-10 22:45 #
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