Xaechireon Posted February 20, 2009 Is there anyway to make a trigger for something other than a door that requires a key? This is Boom I'm talking about. 0 Share this post Link to post
Joshy Posted February 20, 2009 Well, you can do this in Boom. You need a voodoo doll (Extra player 1 start), scrolling floor that moves things, and linedefs with Walk-over trigger actions. Make a room somewhere where a voodoo doll is on a scrolling floor, blocked by the 'locked' door, where ahead of the door are linedef actions that you want to occur after the key switch is triggered. Get the main switch that requires the specific key to open that locked door. The door opens, allowing the voodoo doll to move with the scrolling floor. Whenever the voodoo doll goes over a linedef with a walk-over trigger action, it triggers them. i.e. W1 Floor lowers, the voodoo doll goes over it, a floor lowers. I hope I said it in the right way. :/ 0 Share this post Link to post
esselfortium Posted February 20, 2009 Indeed. And if you use one of the fast-door triggers, the message will say "You need a blue key to activate this object", rather than "to open this door", so the player will be none the wiser. Also good to keep in mind is that players can only move when there's 56 or more units of height space in front of them, so you can reduce the time required for the voodoo to get through the door if you have the door start out partially-open instead of touching the floor. 0 Share this post Link to post
Xaechireon Posted February 20, 2009 Oh. Cool. Is it also possible to trigger floor scrolling? 0 Share this post Link to post
Joshy Posted February 20, 2009 Sort of, yes. Using linedef action 217: Scroll floors/things accelerate when sector changes height. The higher the sector, the faster I think and vice versa. This map is a good example of this action: http://www.doomworld.com/idgames/?id=15591 0 Share this post Link to post
esselfortium Posted February 20, 2009 Indeed. For most voodoo-scripting setups, though, you can achieve whatever you want to do just using doors, instant-raise/lower floors, or whatever else can be placed as an obstacle in the voodoo doll's path and then moved out of the way. 0 Share this post Link to post
cycloid Posted February 20, 2009 I do this extensively in my Scimitar megawad, generally they're timed tho, so in MAP01 there's a switch which, when clicked, lowers to the ground, and only when it has reached the ground does the door it targets open. This is done by having the switch lower a floor inside the secret voodoo scrolling room and having the trigger 12 units in front of the lowering floor - so the (center of the) voodoo doll only has to travel 4 units to triger it For locked switches it's a similar setup but with the partially opened locked door allowing the voodoo doll to move jsut enough to start the switch-lowering sequence, where it has to wait again. Once you've got the hang of it there's alsorts you can do. In cyc-b.wad "React" i use a teleport at the end of a scrolling hall to get a voodoo doll to repeatedly switch a bunch of lights on and off for a strobed tunnel :-) 0 Share this post Link to post