Jaxxoon R Posted June 5, 2014 I can't for the life of me whip up an actual working (horizontal) PolyObj crusher (Like in the first level of ZanZan). Well... I can sort of get it to work, only its movement gets blocked by the player somehow. Could anyone please provide an example of a working setup, or at least give some pointers. 0 Share this post Link to post
Kappes Buur Posted June 5, 2014 From your description I am not entirely sure of what you are trying to accomplish. I'll take a stab at it by guessing that you want a crushing polyobject. Use a startline thing 9302 instead of 9301. 0 Share this post Link to post
Kappes Buur Posted June 5, 2014 The first thing I noticed was that the movement length was set to 512, which is bit overkill. I set it to 152. I'm not certain if this makes any difference, I also set the mirror to 3 on the StartLine for polyobject 2. And lastly I set the movement speed to 64. Then I tested various scenarios. It seems that there is some ambiguity with the sector which has the 'player enters sector' thing and the sector in which the polyobject moves and the position of the player when outside of the sector in which the action was triggered. So I removed that small sector and the 'actor enters ...' special and obtained reliable results only with 1. attaching the action special to the threshold linedef when entering the sector in which the polyobject moves, but I guess you wanted some delay before the polyobject moved, so I used 2. attaching a script to that threshold linedef, with which a delay can be applied . eg#include "zcommon.acs" script 1 (void) // 8:Polyobj_DoorSlide ( po, speed, angle, dist, delay ); { delay ( 35 ) ; // wait 1 sec Polyobj_DoorSlide ( 3, 64, 128, 152, 0 ) ; } 0 Share this post Link to post