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40oz
And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.


Posts: 5060
Registered: 08-07


Is there any way to control this action? I was hoping to create some kind of jumping puzzle with it so I created a test map, but it seems every time I cross the line that starts the action, the floors have different behavior every time i run the map. Some times the floors start moving down immediately, others it waits a second, then starts. Is there anything I can do about that or is that just the way the game works?

I'm using boom format btw

Old Post 11-07-11 16:22 #
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RjY
anARCHy


Posts: 802
Registered: 05-02


The initial direction in which to move is chosen randomly when the line is activated; unfortunately there is no way to control it as far as I am aware.

Old Post 11-07-11 16:33 #
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Gez
Why don't I have a custom title by now?!


Posts: 7036
Registered: 07-07


code:
case perpetualRaise: plat->speed = PLATSPEED; plat->low = P_FindLowestFloorSurrounding(sec); if (plat->low > sec->floorheight) plat->low = sec->floorheight; plat->high = P_FindHighestFloorSurrounding(sec); if (plat->high < sec->floorheight) plat->high = sec->floorheight; plat->wait = 35*PLATWAIT; plat->status = P_Random(pr_plats)&1; S_StartSound((mobj_t *)&sec->soundorg,sfx_pstart); break;

The relevant line being "plat->status = P_Random(pr_plats)&1;", which means that it is indeed completely random.

Old Post 11-07-11 16:36 #
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Use3D
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Posts: 4456
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Looks like it's voodoo dolls and dummy sectors for you!

Old Post 11-07-11 16:37 #
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Phobus
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Could even step outside your comfort zone and learn a little ACS to make the process easier :)

Old Post 11-07-11 17:13 #
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printz
CRAZY DUMB ZEALOT


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which means that it is indeed completely random.
Completely random? Does it mean that it can be used for some voodoo engineering of randomness?

Old Post 11-07-11 18:47 #
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esselfortium
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printz said:
Completely random? Does it mean that it can be used for some voodoo engineering of randomness?

I guess you might be able to do something with looping walkover triggers to start and stop them to make them pick a random direction again, but I'm not sure how usable such slow movement would be for voodoo doll logic.

Old Post 11-07-11 18:49 #
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Memfis
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printz said:
Completely random? Does it mean that it can be used for some voodoo engineering of randomness?

Yes. Check out grid32.wad map04: there is 4 red keys but only one is accessible, and it might be any of them.

Old Post 11-07-11 18:57 #
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traversd
Member


Posts: 422
Registered: 01-09


I recall in another something about there really only being 255 intervals internally for said random calculations correct? Does this apply here too?

Also re: random and voodoo dolls. Search for a thread by Earthquake regarding random teleports. He ended up with a really good example I thought. The same logic can be applied to do other things such as (seemingly) random linedef actions or to place items in different locations in a map with each play-though*

*may incite violence from fellow doomers.

Old Post 11-09-11 10:27 #
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Phml
Forum Staple


Posts: 2031
Registered: 06-09



or to place items in different locations in a map with each play-though*


Hmm, you know, done with caution that could be pretty interesting. I could see slightly moving weapon/ammo/health position, or even a select few monsters, making each playthrough a bit different. Thanks.

Old Post 11-09-11 10:54 #
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