CodenniumRed Posted July 9, 2004 In HeXen editing within DooM Builder, how can I get to the arg0 value to modify it? I can only find Arguments 1 - 5, but I need Argument 0 in order to number different start spots connected to various exists around the hub, so the player won't start at the wrong one. 0 Share this post Link to post
The Ultimate DooMer Posted July 9, 2004 Argument 0 is the first one, the numbering starts at 0 for these. (unless it's an ACS_Execute special, in which case the third arg is 0) 0 Share this post Link to post
CodenniumRed Posted July 9, 2004 I don't get it; no matter what I do, I always start at the latest Player1 start position I placed in the map, not the one with Argument1 (arg0) set to 0, nor Argument3 (arg2) set to 0. I tried setting those to '1' on the other start position that's giving me troubles, but I always end up starting at that one and not '0' because that's the latest one. Still with me? :D:D 0 Share this post Link to post
Ichor Posted July 9, 2004 Try opening up map 2 of hexen.wad (Seven Portals) in Doom Builder. Then look at the various start spots in the map. You should get the idea of where to put the start spot argument in your map. And if it still doesn't work, it's possible that the script or trigger line needs fixing. 0 Share this post Link to post
CodenniumRed Posted July 10, 2004 Yep, it's the last situation. As I recall, back when I used DeepSea I figured out how to sucessfully use starts by opening up Hexen.wad's MAP02. But, for reasons not unrelated to the fact that I at first had trouble even getting HeXen maps to run in DooM Builder, I still cannot get start positions to work properly. This probably has to do with what you said, the lack of proper scripts. 0 Share this post Link to post
CodenniumRed Posted July 14, 2004 So, what's the script I have to add to my level in order to have such start positions to work? 0 Share this post Link to post
Ichor Posted July 14, 2004 Suppose you want to warp to map 2 and to a player 1 start spot labeled 2. You don't even need to add a script (unles the trigger is part of a bigger script). Add this trigger to the line you want to make into an exit: Teleport_NewMap with the arguments 2, 2, 0, 0, 0. The first argument is for the map and the second argument is for the number of the start spot (the other three aren't used here). 0 Share this post Link to post