Reaper Grimm
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > What is the flag that allows walkover linedefs to be triggered?
 
Author
All times are GMT. The time now is 02:51. Post New Thread    Post A Reply
Obsidian
Forum Staple


Posts: 2629
Registered: 05-12


I'm looking to make a vanilla project and I want to duplicate the Scrolling Floor + Voodoo Doll trick that you find in Boom maps. Obviously you can't have scrolling floors in vanilla, so I'm going to achieve movement of said Voodoo Doll by having a barrel explode behind it and propel it forward. As you can imagine however, this will also hurt and possibly kill the player. I'd like to exchange the Voodoo Doll for a custom DeHackEd monster that has the ability to activate walkover linedefs. Is it possible, and if so how do I impliment it?

Old Post 11-08-13 01:54 #
Obsidian is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
plums
Senior Member


Posts: 2011
Registered: 08-13


Only a few vanilla linedef types can be activated by monsters. http://doomwiki.org/wiki/Linedef_type has a list but I think it's not entirely accurate, I was pretty sure there's at least one lift that can be activated by monsters in vanilla.

The only vanilla linedefs listed on that page that can be activated by monsters are 1 (Door, DR, Open Wait then Close) and 4 (Door, W1, Open Wait then Close) and of course teleports.

There's also this forum post I just found - http://www.doomworld.com/vb/doom-ed...ing-w1-linedef/ - which suggests that those W1 linedefs can be used up but not triggered by Doom 2 projectiles.

(As far as walkover linedefs go, "monsters" can activate usually means "any thing other than the player", meaning in Boom you can have a pillar on a conveyor to trigger things. But this doesn't help you right now...)

EDIT: Indeed type 88 (Lift, WR, Lower Wait Raise) can be triggered by monsters. wiki edited.


EDIT 2: Or maybe I misunderstand the question and you're asking about DeHackEd flags! Oops. Well I don't know anything about that, but maybe the above can help you anyhow as a backup plan.

Last edited by plums on 11-08-13 at 02:30

Old Post 11-08-13 02:10 #
plums is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Obsidian
Forum Staple


Posts: 2629
Registered: 05-12


I never ended up getting an answer for this. :/ Alternatively, is there some way to generate push without damage? That'd work great as well.

Old Post 12-05-13 09:31 #
Obsidian is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 11204
Registered: 07-07


There's no "is a player" flag, sorry.

Pushing without damage isn't possible, unless you put an invulnerability sphere at the place where the player triggers the barrel crusher that triggers the voodoo doll being moved.

Old Post 12-05-13 09:55 #
Gez is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
plums
Senior Member


Posts: 2011
Registered: 08-13


Make a Heretic map ;)

Old Post 12-05-13 12:02 #
plums is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
TimeOfDeath
Forum Regular


Posts: 2733
Registered: 06-06


There's really no need to use voodoo dolls anyway. You can place multiple walkover lines directly on top of each other and they'll all activate at the same time, or use a monster in a dummy sector that activates a door or lift.

Old Post 12-05-13 16:13 #
TimeOfDeath is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Obsidian
Forum Staple


Posts: 2629
Registered: 05-12


I've tried the multiple lines trick and I never got the hang of it somehow. :/ I recall Espi used it in MAP04 of SiD and I think you used it in The Floor Below, so is there a specific way to make sure the lines don't just blend together?

Old Post 12-05-13 21:28 #
Obsidian is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
TimeOfDeath
Forum Regular


Posts: 2733
Registered: 06-06


In DB1 I move a line over another and then just hit undo - stitch vertices.

Old Post 12-05-13 21:32 #
TimeOfDeath is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Eris Falling
Forum Staple


Posts: 3038
Registered: 07-12


If convenient, you can have them 1 unit apart too. I did this in D2INO. I think it's quite difficult to trigger lines so close together separately.

Old Post 12-05-13 22:38 #
Eris Falling is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Joe667
Member


Posts: 569
Registered: 07-13


I did this kinda thing when I was 11, I made a dummy/control sector with a Voodoo doll in front of a big pit.

My idea was that the player would walk over a linedef that activates a crusher above the barrel, pushing the voodoo doll into the pit. The pit didn't actually have any significance, I just wanted to make it so the camera lowered briefly after the fall. (I was 11, OK?)


_________________________________________
What I did to solve the problem was simply move the voodoo doll a bit further away from the barrel so that it doesn't kill the player but still pushes the doll - and then I just stacked a huge pile of Medikits over it. Problem (kinda) solved.

Old Post 12-10-13 07:30 #
Joe667 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 02:51. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > What is the flag that allows walkover linedefs to be triggered?

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.