Kappes Buur Posted May 11, 2010 TraderEddy said:Do I need to edit the map in skulltag? No. You edit a map using Doombuilder, 1 or 2, or Slade or some such. Skulltag is for playing only. TraderEddy said:How would I make a door open automatically? You place a linedef in front of the door with the 'Player walks over' trigger. 0 Share this post Link to post
Dragonsbrethren Posted May 11, 2010 Tag the door sector and make the walk over door action use that tag. 0 Share this post Link to post
Kappes Buur Posted May 11, 2010 TraderEddy said:Why isn't it working? Because .... something was done incorrectly? Without the map you are asking for somebody to use ESP to find the trouble spot. Have a look at this http://files.drdteam.org/index.php/files/get/2AR3f2_fwf/door-open-close.7z Note: Since I do not use skulltag, this example was done for G/ZDoom in Hexen format. 0 Share this post Link to post
Kappes Buur Posted May 11, 2010 can you give a link to that pwad, Mortal Conflict ? But, off hand, I would surmise, that you are using the wrong configuration for Doombuilder. 0 Share this post Link to post
Abyssalstudios1 Posted May 12, 2010 That cluster-fuck is the result when you try to mess with Skulltag when the map format is in Skulltag: Doom format (remember, when you first started the map?) It needs to be in Skulltag: Hexen format for you to edit properly. I remember the hours of frustration when I was looking to ST maps for guidance before I realized the problem. 0 Share this post Link to post
kittytaymar Posted May 15, 2010 Go easy on the automatic doors; they can sometimes be really annoying. ICARUS, anyone? 0 Share this post Link to post