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A.Gamma
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Is there a way for a door made with polyobjects (either sliding or swinging) to stay open? I'm mapping on UDMF.

Last edited by A.Gamma on May 6 2013 at 04:44

Old Post May 1 2013 10:38 #
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sawd
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I think you should use Polyobject Move or Polyobject Rotate instead (the difference is like this between door open and door raise I suppose).

Old Post May 1 2013 13:12 #
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A.Gamma
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I figured that instead of making a new thread I will change the title of this one and post my questions here.

Anyway, is there a way to key lock a door made with polyobjects? I read somewhere that in UDMF a lock can be given to any special, but I can't find how to this. Help will be much appreciated.

@Sawd, sorry for the late response, while simple your advice was extremely useful, so thanks a lot.

Old Post May 6 2013 04:48 #
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Gez
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A.Gamma said:
Anyway, is there a way to key lock a door made with polyobjects? I read somewhere that in UDMF a lock can be given to any special, but I can't find how to this. Help will be much appreciated.

Set the locknumber property to the lockdefs number.
http://zdoom.org/wiki/Linedef#UDMF_properties

Old Post May 6 2013 09:28 #
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A.Gamma
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Gez said:
Set the locknumber property to the lockdefs number.
http://zdoom.org/wiki/Linedef#UDMF_properties

I'm sorry, but I can't find where to set these linedef properties on Doom Builder.

Old Post May 7 2013 07:01 #
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Kappes Buur
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Gez directed you to the ZDoom WIKI, where you will find the line for locknumber



which in turn directs you to LOCKDEFS.

All this means is that, in the editor, you have to give the linedef a locknumber



Then in SLADE3 make a LOCKDEFS lump (in plain text) to specify the lock.
The examples given in the WIKI are a good guide.

Old Post May 7 2013 08:02 #
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A.Gamma
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Kappes Buur said:
Gez directed you to the ZDoom WIKI, where you will find the line for locknumber
[pic]
which in turn directs you to LOCKDEFS.

All this means is that, in the editor, you have to give the linedef a locknumber
[pic]
Then in SLADE3 make a LOCKDEFS lump (in plain text) to specify the lock.
The examples given in the WIKI are a good guide.

Yeah I figured as much, my problem is that I can't find the locknumber property on Doom builder

Old Post May 7 2013 09:13 #
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Xaser
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Add it, then. That "Click to add custom field" part isn't just for decoration. ;)

DB2 does seem to lack a couple of defined zdoom-UDMF properties (the "hidden" sector flag comes to mind), but the nice part is that you can always add them yourself since UDMF's all nice and extensible like that.

Old Post May 7 2013 09:17 #
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A.Gamma
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It works!
I added it following Kappes Buur screenshot and I'm using the yellow key (3) as a value.

I find it kind of dumb that DB2 does not has something so useful by default.

Old Post May 7 2013 09:35 #
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Kappes Buur
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Good show.

Just a suggestion - use GZDoombuilder, it is more update and has many more functions.

While the name has a G at the beginning, that does not mean that it is only for GZDoom.

Old Post May 7 2013 09:45 #
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A.Gamma
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Kappes Buur said:
Good show.

Just a suggestion - use GZDoombuilder, it is more update and has many more functions.

While the name has a G at the beginning, that does not mean that it is only for GZDoom.

Downloaded it and I'm currently using it. Pretty cool stuff, seeing 3D floors ind the editor is incredibly useful. Also locknumber comes already defined!.

One thing though, can I add format definitions like I would on good ol' DB2?

Last edited by A.Gamma on May 7 2013 at 10:26

Old Post May 7 2013 10:19 #
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Gez
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Of course.

Old Post May 7 2013 10:41 #
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A.Gamma
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Sleepy me said:
...One thing though, can I add format definitions like I would on good ol' DB2?

Oh dear, I should stop posting while half-asleep.

Anyway, seeing how many things can been done on UDMF I wondered, is there a way to make a door that won't open on competitive multiplayer modes?

Old Post May 8 2013 02:28 #
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Gez
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Yes, but you'll need ACS for that. Have the door's activating linedefs activate a script (80: ACS_Execute) instead of one of the usual door specials. In that script, use GameType to detect the game mode. In single player or coop, open the door, in deathmatch, do nothing.

Alternatively, give the door's activating linedefs a unique line ID, and have an OPEN script checking the GameType to erase their specials when playing in deathmatch, using SetLineSpecial (id, 0, 0, 0, 0, 0, 0).

Old Post May 8 2013 09:42 #
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A.Gamma
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Is there a way to make a door that opens both up and down at the same time a la Duke?

Also, forgot to thank Gez last time, so thanks Gez!

Old Post May 11 2013 09:45 #
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Gez
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A.Gamma said:
Is there a way to make a door that opens both up and down at the same time a la Duke?

Yep. You can try using Pillar_Open and Pillar_Build.

Old Post May 11 2013 10:37 #
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A.Gamma
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Gez said:
Yep. You can try using Pillar_Open and Pillar_Build.

Hey that's awesome! Though I figure I will have to make a script to make them open and then close right?

Old Post May 12 2013 07:15 #
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Gez
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Yes.

Old Post May 12 2013 08:59 #
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A.Gamma
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Hi there, I was wondering of there was a way to make Build style deep water.

Making deep water is simple enough but when you're inside a pool you will automatically submerge, this does not happen on the Build games, there you won't submerge unless you press the crouch/swim down key, so I was wondering, is there a way to replicate this effect on UDMF?

Old Post May 23 2013 21:30 #
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Gez
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That's more a gameplay feature than a map feature.

Old Post May 24 2013 00:04 #
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A.Gamma
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True, but still if there is anyway to replicate it I figure it would be easier on UDMF (also too lazy to start another thread just for such a simple question :P).

Old Post May 24 2013 02:12 #
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gemini09
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I have a question

I have a 32,000 x 32,000 large landscape sector.

I have GZDoomBuilder and I've set the sector to use Fadecolor. However, I would like for actors inside this landscape-sector to be exempt from this Fadecolor effect. Is that possible?

Further more, is it possible to set a separate Fadecolor/ or Sectorcolor for just actors? This one I doubt, but it would be useful if it could be done easily :)

also, what is the best way to maintain the same Fadecolor atmosphere in all sectors under/ within this landscape sector? I mean with "Child sectors" such as crates.

Last edited by gemini09 on May 26 2013 at 19:10

Old Post May 25 2013 18:03 #
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gemini09
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hello folks.

did anyone see my question right ^^ there?

gemini09 said:
what is the best way to maintain the same Fadecolor atmosphere in all sectors under/ within this landscape sector? I mean with "Child sectors" such as crates.

Old Post May 27 2013 10:36 #
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Gez
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To start with, 32k x 32k is too large. You risk getting overruns in distance checks.

To answer the question, I don't know if it's possible to make actors not subject to sector fade.

Also, if the surrounding sector has properties, then all sectors you create inside should inherit those properties when you create it in DB2. (If you create an unconnected sector, on the other hand, it'll have default properties.)

Old Post May 27 2013 12:38 #
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gemini09
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Thanks.

I wish the map size capacity could be increased. Personally I wouldn't mind! :)

Is it possible to attach the Fadecolor (in GZDB2: Sector properties->Custom->Fadecolor) to F_SKY? Or in another, similar fashion that you would recommend? I'm unsure of what the most practical method is.

Old Post May 27 2013 12:59 #
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