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Tracer

Linking a ceiling to a floor in DB2, ZDoom.

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I just want to make a simple lift that goes from the main floor to a basement. You step on the floor of the lift, flip the switch, the floor lowers to the basement. However, I also want the ceiling to come down with the floor as well.

Can somebody explain to me how to do this in the simplest of forms?

I've done good and forum searches for this, and I simply don't understand that jargon that I'm coming across. So if somebody can just tell me what to do to achieve this, I would greatly appreciate it.

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TraceOfSpades said:

Can somebody explain to me how to do this in the simplest of forms?


Even simpler would be the use of these specials

95:FloorAndCeiling_LowerByValue (tag, speed, height)
96:FloorAndCeiling_RaiseByValue (tag, speed, height)

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Kappes Buur said:

Even simpler would be the use of these specials

95:FloorAndCeiling_LowerByValue (tag, speed, height)
96:FloorAndCeiling_RaiseByValue (tag, speed, height)


Okay, but what do I do with those? Where do I type that stuff in?

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TraceOfSpades said:

Okay, but what do I do with those? Where do I type that stuff in?

Use them as a walkover or pressable linedef action, or in an ACS script.

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I am very new to scripting and am just trying to learn, so pardon my ignorance please. In the absolute simplest of terms...like, "You click here, type in this value, click here, do this..."

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scifista42 said:

Use them as a walkover or pressable linedef action, or in an ACS script.


That's gibberish to me, dude. What is a walkover, what is a pressable linedef action, and I have no idea what an ACS script is.

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TraceOfSpades said:

That's gibberish to me, dude. What is a walkover, what is a pressable linedef action.


You cross a certain line and an action occurs.

95:FloorAndCeiling_LowerByValue (tag, speed, height) <-- should be set to your above switch/line to descend.



96:FloorAndCeiling_RaiseByValue (tag, speed, height) <---- should be set to your lower switch/line to ascend.

What tag/speed/height you want, should be easy enough to determine.

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Du Mhan Yhu said:

You cross a certain line and an action occurs.


Okay, I know how to do that, I just didn't know the term.

But how do I make it so that the floor and ceiling of a certain sector lower at the same time, at the same speed, maintaining the same distance the entire time, and stopping at the same time?

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TraceOfSpades said:

I just didn't know the term.

Study doomwiki or ZDoomwiki (they're good sources of information) or read/watch some basic mapping tutorials to familiarize yourself with basic terminology of mapping and modding. It will help you both to make things clear in your own mind, and to communicate with other mappers.

EDIT: You must open the map in the proper format. Probably Hexen or UDMF.

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TraceOfSpades said:

I opened up elevator.wad, and this is what I saw.

I don't understand how that's supposed to be an elevator


Wrong format.

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TraceOfSpades said:

I opened up elevator.wad, and this is what I saw.

I don't understand how that's supposed to be an elevator.


Another good reason to use GZDoom Builder.

[edit]
Maybe I should elaborate:
GZDB compares the format a map was constructed with and the format you are trying to open it with.
IF they don't match, then GZDB will not willingly open the map.

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I give up. The map I'm working on won't open in any format other than ZDoom (Doom in Doom Format).

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TraceOfSpades said:

I give up. The map I'm working on won't open in any format other than ZDoom (Doom in Doom Format).



Highlight your entire map, copy/paste it onto a fresh grid in the previously mentioned formats.

You may need to reassign some tags, but it's only minor.

Note: always have a back up save of your map.

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No dice...now none of my walkover actions are working, even after I tried reassigning.

Ugh, this is so frustrating.

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TraceOfSpades said:

I give up. The map I'm working on won't open in any format other than ZDoom (Doom in Doom Format).

That's because you've started the map within that format. You can still change the format in Map Options, after you open the map correctly. Generally, don't use that format, it only offers the most basic ZDoom features. Go for a much much more flexible UDMF format next time when mapping for a ZDoom based port.

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scifista42 said:

That's because you've started the map within that format. You can still change the format in Map Options, after you open the map correctly. Generally, don't use that format, it only offers the most basic ZDoom features. Go for a much much more flexible UDMF format next time when mapping for a ZDoom based port.


Will do, thank you for your help.

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If you're using Doom format, use the Boom elevator linedef types to create something where the floor and ceiling move together.

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