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Afterlife
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Posts: 14
Registered: 11-12


Just as in map 07 of Jenesis, it ends through the platform lowering. Can
someone explain how this is done. Does it involve scripting or not?

Old Post 11-17-12 23:27 #
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Impboy4
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Posts: 109
Registered: 10-04


That ending involves a voodoo doll placed in a conveyor belt outside the map which trips over various linedef actions. The case in Jenesis MAP07 is two actions seperated a good distance from each other; elevator lower to next floor and exit level. Voodoo dolls in conveyor belts is basically ACS, but without writing the script. It involves linedef actions instead text.

Old Post 11-18-12 00:06 #
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Phendrena
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Posts: 180
Registered: 09-12


code:
#include "zcommon.acs" script 1 (void) { delay (5*35); Exit_Normal (0); }


Assign the above to a linedef with type 80 (script activte), when the player crosses the linedef the script will wait for 5 seconds and then exit the level. This is much easier, in my opinion, than setting up a voodoo doll conveyor. Still it is personal preference. To make sure the player crosses the line you could stick the linedef a couple of places into the lift platform itself.

Have fun,

Dave

Old Post 11-18-12 00:44 #
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Afterlife
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How do I make the conveyor belt move though? Line def action?

Old Post 11-18-12 05:13 #
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Pottus
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Lindef action 253 scroll floor move things

Old Post 11-18-12 06:26 #
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Obsidian
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I'll elaborate a bit. In Boom you need to give a linedef the action 253 like Pottus said, but you also need to have the linedef the correct length and angle. The longer the line is, the faster the conveyer belt: and the direction the line points corresponds to the direction of the conveyer belt.

In ZDoom it's a bit easier: just give the sector the Carry property in what direction you want it.

Old Post 11-18-12 07:40 #
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Netherstorm
Member


Posts: 344
Registered: 04-12


This is what I use for elevator scripting:

script (void)
{
FloorAndCeiling_Lowerbyvalue(0,0,0);
delay(10*2);
Floor_lowertolowest(0,0);
}

I don't know if this could be close to jenesis' scripting though.

Old Post 11-18-12 07:54 #
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The Monitor
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Posts: 55
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Frankly, I've only used this once, but it worked fine for me. What I did was:

script 19 (void)
{
Floor_RaisebyValue (28, 8, 2048);
Ceiling_RaisebyValue (28, 8, 2048);
Delay (35*15);
Exit_Normal (0);
}

This was in a map for a wad I was making about 6 months ago, and it works fine for what it was to do, and this is completely unmodified from it's original version.

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Old Post 11-19-12 00:25 #
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Afterlife
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Posts: 14
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Took me a while to understand, but did get the zombie doll on a conveyor belt to work. Thanks for everyones help :)

Old Post 11-20-12 02:28 #
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TimeOfDeath
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Registered: 06-06


vanilla example: elevexit.wad

Old Post 11-20-12 02:58 #
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