Neon Posted March 15, 2009 So there's a nice linedef option that allows us to block monsters from crossing linedefs. Is there a way to block a player from crossing a linedef while still allowing monsters to cross it? My editor is doombuilder, ZDoom(Doom in hexen format). 0 Share this post Link to post
myk Posted March 15, 2009 Well, when asking stuff like this it's helpful to say with what engine(s) you're working, so that people don't have to spend time browsing your posts trying to find out or waste time asking, and also so they don't give you useless advice. Normally, you can't block players but let monsters pass with a linedef. From what I read elsewhere, you seem to be making a WAD that needs ZDoom, though, and it can do it in a script. 0 Share this post Link to post
Graf Zahl Posted March 15, 2009 ZDoom can do it directly in the map. The flag bit you need to set is 0x4000 (16384) If your editor config doesn't already have it you can add it yourself. 0 Share this post Link to post
Neon Posted March 15, 2009 Thanks guys. I'm trying to go the script route, but I'm running into a problem. Hopefully somebody can figure this out. Here is my script, trying to make linedef 271 block players: --------------------------------- Script 2 OPEN { SETLINEBLOCKING(271, BLOCK_PLAYERS); { SETLINEBLOCKING(271, 1); } } --------------------------------- Here is the error log when I try to compile: --------------------------------- Line 2009 in file "script.acs" ... script.acs:2009: block_players : Identifier has not been declared. > SETLINEBLOCKING(271, BLOCK_PLAYERS); > ^ The ACS compiler did not compile your script. --------------------------------- I'm using the Doom Builder Map Script. 0 Share this post Link to post
myk Posted March 15, 2009 While learning to script should eventually be of use to you, you'll probably find it easier to open Doom Builder's ZDoom_DoomHexen.cfg and add 16384 = "Block Player"; to the linedefflags list. 0 Share this post Link to post
Neon Posted March 15, 2009 Ok, I have the block player working now, using the added linedefflag. Thanks again. 0 Share this post Link to post