Tracer Posted April 23, 2015 I want to make a shooting gallery that will cause a door to open upon completion. It works like this. You walk up to the shooting area, and a pillar rises. You shoot that pillar (1) and it causes pillar 2 to rise. Shoot 2, and 3 rises...so on, so forth up to 10. I want to make it so that if you don't shoot them fast enough, they sink back into the floor. I have pillar 1 set to "Gunshot repeatable, lift to lowest adjacent ceiling". But when I shoot it, pillar 2 doesn't rise (yes, I have the sector tagged appropriately). I hear the sound of a lift rising, but nothing happens beyond that. How do I fix this? 0 Share this post Link to post
Fuzzball Posted April 23, 2015 Got a link to the wad? Someone may be able to help out with the actual map. 0 Share this post Link to post
Tracer Posted April 23, 2015 https://www.mediafire.com/?cne83eat34gz655 Zdoom (Doom in Doom Format) 0 Share this post Link to post
gaspe Posted April 23, 2015 The lift doesnt work because it doesnt have an adjacent sector to work properly. I think this is what you are looking for: http://doomwiki.org/wiki/Advanced_lift_design_techniques EDIT: Keep in mind that you can activate the linedef action by shooting where the pillar is even if isn't raised yet! 0 Share this post Link to post
Fuzzball Posted April 23, 2015 gaspe said:EDIT: Keep in mind that you can activate the linedef action by shooting where the pillar is even if isn't raised yet! Isn't there a flag that you can set for that? I can't remember... If not I'm sure it's doable with some arguments in ACS to check whether the sectors are up or not as the linedef is "shot". 0 Share this post Link to post
Tracer Posted April 24, 2015 gaspe said:EDIT: Keep in mind that you can activate the linedef action by shooting where the pillar is even if isn't raised yet! Thank you! That solved another issue I was having. 0 Share this post Link to post