Breeder Posted March 22, 2013 I am having trouble following the ZDOOM Wiki and can not figure out how to make my new switches animate from off to on and back to off again. Thus far it just remains at the initial texture. Here is my ANIMDEFS: warp flat FLOOR7 SWITCH ABSWTCH1 pic ABSWTCH1 tics 16 pic ABSWTCH2 tics 16 texture BLUNEON1 pic 1 tics 4 pic 2 tics 4 pic 3 tics 4 pic 4 tics 4 texture BOILER1 pic 1 tics 3 pic 2 tics 3 pic 3 tics 3 texture COMPU1 pic 1 tics 3 pic 2 tics 3 pic 3 tics 3 pic 4 tics 3 pic 5 tics 3 ------------- 0 Share this post Link to post
Blue Shadow Posted March 23, 2013 There is an example in the ANIMDEFS page on how to define switches (see the third example). 0 Share this post Link to post
GreyGhost Posted March 23, 2013 Most of your definitions look to be incomplete, you haven't defined an ON or OFF state for the switch and the textures won't work until you replace "pic <number>" with "pic <texture>". For comparison, here's some from when I was playing around with the Duke Nukem texture set. texture DNXFAN01 // Wall fan pic DNXFAN01 tics 6 pic DNXFAN02 tics 6 pic DNXFAN03 tics 6 pic DNXFAN04 tics 6 switch DNXGLS01 on sound BreakWindow // Shootable glass pic DNXGLS02 tics 2 pic DNXGLS03 tics 2 pic DNXGLS04 tics 2 pic DNXGLS05 tics 2 pic DNXGLS06 tics 2 pic DNXGLS07 tics 2 pic DNXGLS08 tics 2 switch DNSW03OF on sound Switch1 pic DNSW03ON tics 0 switch DNSW03ON off sound Switch2 pic DNSW03OF tics 0 // Shootable video monitors switch DNSCRN01 on sound BreakMonitor pic DNSCRN17 tics 4 pic DNSCRN18 tics 4 pic DNSCRN19 tics 4 switch DNSCRN02 on sound BreakMonitor pic DNSCRN17 tics 4 pic DNSCRN18 tics 4 pic DNSCRN19 tics 4 switch DNSCRN03 on sound BreakMonitor pic DNSCRN17 tics 4 pic DNSCRN18 tics 4 pic DNSCRN19 tics 4 0 Share this post Link to post
Breeder Posted March 23, 2013 As per the Wiki I am using this: switch ABSWTCH1 on sound ABSWCH pic ABSWTCH1 tics 0 switch ABSWTCH2 off sound ABSWCH pic ABSWTCH2 tics 0 switch ABSTCHA1 on sound ABSWCH pic ABSTCHA1 tics 0 switch ABSTCHA2 off sound ABSWCH pic ABSTCHA2 tics 0 Which is not working. I also removed the bit about the sound to see if my SNDINFO was the problem but that did not appear to be what was keeping the textures from changing. For the sake of avoiding information overload on my part, can I see an example using the Texture and SND names I am using? Thanks in advance! 0 Share this post Link to post
GreyGhost Posted March 23, 2013 Your switches aren't changing texture when used - try this (changes in BOLD). switch ABSWTCH1 on sound ABSWCH pic ABSWTCH2 tics 0 switch ABSWTCH2 off sound ABSWCH pic ABSWTCH1 tics 0 switch ABSTCHA1 on sound ABSWCH pic ABSTCHA2 tics 0 switch ABSTCHA2 off sound ABSWCH pic ABSTCHA1 tics 0 0 Share this post Link to post
Breeder Posted March 23, 2013 It works, turns out that Odamex has a little bug that needs corrected. Thanks! 0 Share this post Link to post
Breeder Posted March 23, 2013 Well wait, the sound does not work. What would be the correct lay out if I want to use the above named sound file in SNDINFO? 0 Share this post Link to post
GreyGhost Posted March 24, 2013 If "ABSWCH" is the sound lumps name, the following should work -ABSWCH ABSWCHThe format for SNDINFO sound assignments is <logicalname> <lumpname>, with the logical name being what's used in ANIMDEFS (or other scripts that can call sounds) and lumpname being its actual name. For comparison, here's what I used with the Duke Nukem anims listed above.BreakGrating GRATING BreakVent VENTING BreakWindow SHATTER BreakMonitor SHATTER2 0 Share this post Link to post
Breeder Posted March 24, 2013 Agh ha, it was a typo on my part, thanks! 0 Share this post Link to post