Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • 0
_reallyTired

Change interaction text from a locked door?

Question

I recently started to learn how to use GZDoom builder in UDMF to map, on the map i am currently working on i have a locked door that i want to change the text that pops up when you interact with that door specifically (leave other doors requiring that key card interaction text as it is). how would i go about doing this if its possible?

Edited by _reallyTired : forgot to include the map format i have been using.

Share this post


Link to post

6 answers to this question

Recommended Posts

  • 1

That you use GZDoom Builder is well and good, but the important thing for you to tell us is which format you use for your maps.

 

If you are using GZDoom (Doom in Hexen) format or GZDoom (UDMF) then check out LOCKDEFS.

For vanilla DOOM I believe you can change the text in a deh file with DeHacked.

 

Share this post


Link to post
  • 1

I'll explain the examples for you.

Lock 1
{
	RedCard //The key you need to open the door/use the switch/whatever
	Message "$PD_REDC" //Looks up the string by this name in the image lump. "You need a red card to open this door."
	RemoteMessage "You need a red card to activate this object" //The string you get trying to use a locked switch
	Mapcolor 255 0 0 //The hex triplet converted to decimal form of the color you want this lock to appear as on the map in order red green blue.
}
Lock 129
{
	Any { RedCard RedSkull KeyGreen } //Here the Any specifies that the keys listed in between the braces can use this door/switch/whatever without the other two. Any one key will work.
	Message "$PD_REDK"
	RemoteMessage "$PD_REDO"
	Mapcolor 255 0 0
}
Lock 100
{
	Message "Any key will open this door" //Since there's no specified key, any key you grab will open this door.
	RemoteMessage "Any key will activate this object"
	Mapcolor 128 128 255
}

To edit a lock, there are several ways to do it, and I'll provide an example of my own for explanation purposes.

ClearLocks //Removes every lock in the game.

Lock 1 Doom //In base game, the red card uses this lock.
{
 RedDiskette //You need this actor to open this lock. The actor can be anything you want, but it, obviously, must exist if you want the lock to be opened.
 Message "You need a high-security diskette for this." //The message you receive on a door.
 RemoteMessage "You need a high-security diskette for this." //Message from a switch. Using $, you can specify a string in LANGUAGE to look up, if you want.
 MapColor 255 0 0 //Red - 255 Green - 0 Blue - 0. This line will be red on the map.
}

Lock 7 Doom
{
 Any { RedDiskette YellowDiskette BlueDiskette } //Any one of these will open this lock.
 Message "You need a security diskette for this."
 RemoveMessage "You need a security diskette for this."
 MapColor 0 0 255 //Red - 0 Green - 0 Blue - 255. This line will be blue on the map.
}

Lock 9 Doom
{
 RedDiskette
 YellowDiskette
 BlueDiskette //You need all three of these to open this lock.
 Message "You need very high security clearance for this."
 RemoteMessage "You need very high security clearance for this."
 MapColor 255 255 255 //Red - 255 Green - 255 Blue - 255. This line will be white on the map.
}

You can specify as many keys as you want on a single lock. You can have one that requires fifty keys to open, you just have to list out each key in the lock definition as above. LOCKDEFS offers immense control over your locks, so you can have locks that require just the blue card, just the blue skull, one or the other, or both, if you want. The template is the same for all locks.

Lock #
{
 Key
 Message "Door Message"
 RemoteMessage "Switch Message"
 MapColor R G B
}

As this. Hope this helps.

Share this post


Link to post
  • 0
7 hours ago, Kappes Buur said:

That you use GZDoom Builder is well and good, but the important thing for you to tell us is which format you use for your maps.

 

Sorry yeah youre right, its UDMF format, ill edit it into the OP as well.

 

7 hours ago, Kappes Buur said:

If you are using GZDoom (Doom in Hexen) format or GZDoom (UDMF) then check out LOCKDEFS.


i have read up on lockdefs before posting, i understand what it is and what it does, just not how to edit them.

Share this post


Link to post
  • 0

 

2 minutes ago, Aquila Chrysaetos said:

Hope this helps.

 

Thank you for trying and its my fault for being unclear, but i know all of this and i think the answer to my problem is probably much simpler. how do i find the LOCKDEF's to edit them? (idk if thats better worded? i just dont know how to access the lockdefs to edit them)

Share this post


Link to post
  • 0
4 minutes ago, Aquila Chrysaetos said:

Oh! Use Slade to open your wad and create a new lump called LOCKDEFS. Then rewrite the lock you want to change (Lock types list) using the template as above.

The lump isn't present in the Doom IWAD's, but it is in the gzdoom.pk3, unless I'm mistaken.

 

Thank you!

 

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×