CrazyDoomguy Posted June 3, 2016 I need switches, which can activate two or more tag (for example tag 1-2-4-7). How can I do? 0 Share this post Link to post
Godfather38 Posted June 3, 2016 Why not give these things the same tag? 0 Share this post Link to post
scifista42 Posted June 3, 2016 You may not do that directly, but if you're using ZDoom, you can achieve it via one of the following tricks: 1. Make the switch execute an ACS script, which would call the intended action for each of the sector tags separately. 2. In UDMF, you can give multiple tags to each particular sector. So, select all sectors intended to be affected by the switch, give them a new tag while keeping their original tags intact, and make the switch affect the new tag. If you were mapping for Boom/MBF, you could use another hacky trickery. The switch would release a voodoo-doll onto a moving conveyor belt, where the voodoo-doll would cross and trigger multiple walkover actions. 0 Share this post Link to post
Graf Zahl Posted June 3, 2016 Another Boom option would be to stack multiple switches on untectured two-sided lines close together and add the 'passthrough' flag. But whatever you choose, original Doom cannot do this. 0 Share this post Link to post
TimeOfDeath Posted June 4, 2016 Graf Zahl said:But whatever you choose, original Doom cannot do this. I think you know it can: swtchtgs.zip 0 Share this post Link to post
Graf Zahl Posted June 4, 2016 I do not consider that a viable solution. 0 Share this post Link to post
Yousuf Anik Posted June 5, 2016 can someone tell how to make such switch that requires all six keys to activate? 0 Share this post Link to post
scifista42 Posted June 5, 2016 In Boom, there is such an action available among the Generalized linedef actions. In ZDoom - Hexen map format and UDMF, there is a Door_LockedRaise linedef action, to which you only need to give the proper lock type as a parameter. In ZDoom - UDMF, you can assign any lock type to any linedef action through linedef properties. 0 Share this post Link to post
Yousuf Anik Posted June 5, 2016 Nice info, I gotta do some more experiment. Thanks :) 0 Share this post Link to post
Graf Zahl Posted June 5, 2016 scifista42 said:In Boom, there is such an action available among the Generalized linedef actions. In ZDoom - Hexen map format and UDMF, there is a Door_LockedRaise linedef action, to which you only need to give the proper lock type as a parameter. In ZDoom - UDMF, you can assign any lock type to any linedef action through linedef properties. ZDoom predefines all Boom locks so for this case there's no need for custom LOCKDEFS. 0 Share this post Link to post
MathsDevil Posted June 5, 2016 If the actions only need to occur once, then I have a solution using voodoo dolls. For example, on Map 26 of Ocd-doom.wad, https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ocd-doom there are two (redundant) rectangular pieces of mechanism on their own to the right hand side of the main playing area of the map. I didn't end up using these for actions but the effect is that if a switch activates tag 135 to do a crusher with slow damage, the barrels will push voodoo dolls over linedefs which can potentially do different actions to different tags etc. So one switch in the level can switch the lights off and open doors with different tags to release monsters 2 seconds later etc.. The possibilities are limited only by the fact that the actions are once-only and also the 99 voodoo doll limit. 0 Share this post Link to post
Empyre Posted June 6, 2016 In format except vanilla, you could use a scrolling floor to push the voodoo doll, and the switch would open a door that was blocking the voodoo doll, so it could then move across and activate lines. This would make the barrel unnecessary, so you wouldn't need to worry about it hurting the player. 0 Share this post Link to post