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illuknisaa

Conveyor belt problem

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I want to make a sector that carries stuff (explosive barrels) but I can't get stuff to move.

I have a sector with special 227 (carry east medium) and only the player gets affected. 205 doesn't work either.

I'm using udmf, gzdoom and latest gzdoom builder.

ty in advance.

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CLED v4.88b for DOS and Win'95 DOS Windows
Change level properties from the command line in a DOOM, DOOM II, or BOOM wad

Spoiler

------------------------------------------------------------------------------
CLED v4.88 - a commandline editor for DOOM Copyright 1998 Jim Flynn Freeware
------------------------------------------------------------------------------

CLED is a tool for patching or inspecting a DOOM level, without the
side effects associated with opening and closing many editors. CLED
will leave the current BLOCKMAP, NODES, and REJECT untouched, and
therefore the changes must not invalidate these resources unless the
wad is rebuilt with other tools afterwards. Since CLED runs from the
DOS command line it is suitable for batch fixes to levels and wads.

Note: CLED can now be used with DOOM 1 or Ultimate DOOM. This is done
by using /DOOM on the command line and where a level number is required
use xy for ExMy, i.e. 13 for E1M3.

======
Syntax
======

Any level objects properties may be read or changed, one at a time,
with the following syntax

CLED [/DOOM] wadname[.wad] LEVOBJ(m,n).FIELD[=VALUE]

LEVOBJ is one of THING, VERTEX, LINEDEF, SIDEDEF, SECTOR, or
an initial substring of one. It identifes the type of object
that will be operated on.

Note spaces and tabs are NEVER allowed in object equations

m is the map number within wadname, in which the LEVOBj is to be found
to specify E3M5, use 35, and similarly for other DOOM level names

n is the object number within the wad resource

FIELD is the name of the property of the LEVOBJ that is to be
changed. Each LEVOBJ has its own set of properties:

THING: X, Y, TYPE, ANGLE, FLAGS
VERTEX: X, Y
LINEDEF: FROM, TO, FLAGS, TYPE, TAG, RSID, LSID
SIDEDEF: XOFF, YOFF, UPPER, LOWER, NORMAL, SECT
SECTOR: FHGT, CHGT, FLOOR, CEILING, LIGHT, TYPE, TAG

Initial substrings of fieldnames may be used.

If a value is specified the object specified is changed accordingly,
otherwise the current value of the object is reported.

Examples:

CLED MYWAD.WAD THING(3,435).TYPE=BLUEBOTTLE "change Th#435 Map03 type"
CLED MYWAD.WAD TH(3,435).TY "verify change"

CLED /DOOM MYWAD.WAD TH(34,435).TY=CANDLE "change Th#435 E3M4 type"

A set of related level objects can be dumped to the console with one
of the syntaxes:

CLED [/DOOM] wadname[.wad] LEVOBJ[(m[,n])][.FIELD]

Examples:

CLED MYWAD.WAD THING(3,435).TYPE "report one thing, one property"
CLED MYWAD.WAD TH(3,435) "report one thing, all properties"
CLED MYWAD.WAD TH(3).TYPE "report one level, one property"
CLED MYWAD.WAD TH(3) "report one level, all properties"
CLED MYWAD.WAD TH.TYPE "report all levels, one property"
CLED MYWAD.WAD TH "report all levels, all properties"

The set of level objects that have a given value can be reported to
the console with the syntax:

CLED [/DOOM] wadname[.wad] LEVOBJ[(m[,n])][.FIELD]==value

Examples:

CLED MYWAD.WAD THING(3).ANGLE==N "list north-facing things map03"
CLED MYWAD SECTOR.TYPE==960 "list sectors with type 960, all maps"

The set of level objects that have a given value can be changed to
another value and reported to the console with the syntax:

CLED [/DOOM] wadname[.wad] LEVOBJ[(m[,n])][.FIELD]==value#newvalue

Examples:

CLED MYWAD.WAD THING(3).ANGLE==N#S "change north things to south, map03"
CLED MYWAD SECTOR.TYPE==19#18 "change sector types 19 to 18 all maps"

====================
Value specification
====================

All non-texture parameters can be specified as numbers. Some
parameters have a more logical optional syntax to help you set them.

THING ANGLES: N NE E SE S SW W NW

THING FLAGS: EzMdHdDf~S~D~C

LINE FLAGS: ImMo2SUpLwSeSoInMaPt

SECTOR TYPES: Normal, Random, FBlnk, SBlnk, DamBlk, Dam10, Dam5
Oscillate, Secret, Close, DamExit, FSync, SSync,
Open, Dam20, Flicker

*Note only regular sector types have names, generalized sectors must
be input and output as numbers

THING TYPES NAMES and NUMBERS (either can be used):

AMMOCLIP 2007
BFG9000 2006
ARACHNOTRON 68
ARCHVILE 64
ARMORHELMET 2015
BACKPACK 8
BARON 3003
BARREL 2035
BERSERKPACK 2023
BLOODPOOL 24
BLUEARMOR 2018
BLUEBOTTLE 2014
BLUECARD 5
BLUESKULL 40
BLUESPHERE 2013
BLURSPHERE 2024
BOSSBRAIN 88
BOSSSHOOTER 89
BOXAMMO 2048
BOXROCKETS 2046
BOXSHELLS 2049
BRAINSTEM 81
BURNINGBARREL 70
CACODEMON 3005
CANDLE 34
CANDELABRA 35
CELLBATTERY 2047
CELLPACK 17
CHAINGUN 2002
CHAINSAW 2005
COLONGIBS 79
COMMANDO 65
COMPUTERMAP 2026
CYBERDEMON 16
DEADCACO 22
DEADDEMON 21
DEADIMP 20
DEADPLAYER 15
DEADSARGE 19
DEADSOUL 23
DEADTROOPER 18
DEMON 3002
DMSTART 11
EXPLPLAYER1 10
EXPLPLAYER2 12
EYESYMBOL 41
FLAMESKULL 42
FLOORLAMP 2028
GOGGLES 2045
GRAYTREE 43
GREENARMOR 2017
HANGARMOUT1 50
HANGARMOUT2 59
HANGAVGUTBRN 74
HANGAVNOBRN 78
HANGAVNOGUT 73
HANGAVOPNSKULL 76
HANGAVTORSODN 75
HANGAVTORSOUP 77
HANGCUTLEG1 53
HANGCUTLEG2 62
HANGINGKEEN 72
HANGNOLEG1 49
HANGNOLEG2 63
HANGONELEG1 51
HANGONELEG2 60
HANGUPSIDE1 52
HANGUPSIDE2 61
HELLKNIGHT 69
HIBLUSTICK 44
HIGRNSTICK 45
HIREDSTICK 46
HITECHCOL 48
IMP 3001
IMPALED 25
INVULNERABILITY 2022
LARGEBRNTREE 54
LAUNCHER 2003
LOBLUSTICK 55
LOGRNSTICK 56
LOREDSTICK 57
LOSTSOUL 3006
LOWBRNSCRUB 47
LOWGRNHEART 36
LOWGRNPILL 31
LOWREDPILL 33
LOWREDSKULL 37
MANCUBUS 67
MEDIKIT 2012
MEGASPHERE 83
MT_PUSH 5001
MT_PULL 5002
NOTHING 0
PAINELEMENTAL 71
PLASMARIFLE 2004
PLAYER1 1
PLAYER2 2
PLAYER3 3
PLAYER4 4
RADIATIONSUIT 2025
REDCARD 13
REDSKULL 38
REVENANT 66
ROCKET 2010
SARGEANT 9
SHELLS 2008
SHORTLAMP 86
SHOTGUN 2001
SKULLPOLE 27
SKULLABOB 28
SKULLCANDLE 29
SMALLBLOODPOOL 80
SPAWNSPOT 87
SPECTRE 58
SPIDERDEMON 7
STIMPACK 2011
SUPERSHOTGUN 82
TALLGRNPILL 30
TALLLAMP 85
TALLREDPILL 32
TPDEST 14
TROOPER 3004
TWITCHING 26
WOLFSOLDIER 84
YELLOWCARD 6
YELLOWSKULL 39

============
Applications
============

1) Patching an already released wad at the downloader's site with CLED
and a batch file. Documentation on changes is also provided this way.
This can be to fix bugs, or simply rearrange matters for variety in
an old wad. Older batch files can simply be appended to, running the
same changes twice does no harm.

2) Identification of level version thru peeking at differentiating
locations.

=================
Future Directions
=================

Extend CLED to a simple language for evaluation of wad expressions, and
conditionally listing or operating on level objects with io to disk and
console.

=============
CLED Examples
=============

---------
EXAMPLES
---------

1) In a wad MYWAD.WAD, turn on the Secret attribute in sector 14 of Map03:

CLED MYWAD SECTOR(3,14).TYPE=SECRET

or equivalently

CLED MYWAD SE(3,14).T=SE

2) In the same level, read the attributes of linedef #1001

CLED MYWAD LINEDEF(3,1001).FLAGS

3) Change the attributes of the same line to no longer be Invisible

CLED MYWAD LINE(3,1001).FL=Im+Mo (assumes Im+Mo+In was returned above)

4) Point thing number 345 in Level 17 of BIGWAD.WAD to the northwest

CLED BIGWAD THING(17,345).ANGLE=NW

or equivalently

CLED BIGWAD T(17,345).A=135 (degrees)

5) Make the same thing a Revenant

CLED BIGWAD T(17,345).TYP=Rev



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You don't need cled to make a conveyor though. Just set a linedef to action 252 or 253, tag it to the sector you want to scroll, and you're done.

The length and angle of the special linedef determine the speed and angle that the the conveyor scrolls at. If the line was an arrow showing which way it's pointing, the "front" of the line would be on the right.

          East ->
         *-------*
         |   |   |
         |       |
North /\ |-     -| South \/
         |       |
         |   |   |
         *-------*
          <- West

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BrainMuncher said:

You don't need cled to make a conveyor though. Just set a linedef to action 252 or 253, tag it to the sector you want to scroll, and you're done.


And nothing happens?

I made a linedef next to conveyor belt sector and gave it action 253 (ceiling lower to lowest ceiling)

Just to be clear what needs a tag and what needs a special action?

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thx, it works now but just to point that in school I was taught that 253 is not the same thing as 223 and everybody was telling me to use 253...

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A tag is something that tells the game which sector a line action should affect.


Any time you have a switch or walkover line that you want to do something, you put a tag on that line. Then you put the same tag on the sector(s) you want the line to affect.

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illuknisaa said:

thx, it works now but just to point that in school I was taught that 253 is not the same thing as 223 and everybody was telling me to use 253...


It's a bit of a conumdrum.

For anybody using BOOM the answers is correct to apply the special 253.
It is only when one ventures into the realm of ZDoom, either DiH or UDMF, that the special 223 is correct.

Since you are using UDMF, you could use the sector predefined effects. Then however, you have only 4 speed choices. To assign a speed faster or slower than those, you could use either the script version of Scroll_Floor.
For example:

    script 1 OPEN
    
    {
    	//  223:Scroll_Floor (tag, x-move, y-move, type);
    	Scroll_Floor ( 1,  -256, 0, SCROLL_AND_CARRY );
    	Scroll_Floor ( 2,  -512, 0, SCROLL_AND_CARRY );
    	Scroll_Floor ( 3, -1024, 0, SCROLL_AND_CARRY );
    
    }
    
or the linespecial form



Notice the difference of the vertical speed assignment.

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