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CrazyDoomguy

Switches special

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You may not do that directly, but if you're using ZDoom, you can achieve it via one of the following tricks:

1. Make the switch execute an ACS script, which would call the intended action for each of the sector tags separately.
2. In UDMF, you can give multiple tags to each particular sector. So, select all sectors intended to be affected by the switch, give them a new tag while keeping their original tags intact, and make the switch affect the new tag.

If you were mapping for Boom/MBF, you could use another hacky trickery. The switch would release a voodoo-doll onto a moving conveyor belt, where the voodoo-doll would cross and trigger multiple walkover actions.

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Another Boom option would be to stack multiple switches on untectured two-sided lines close together and add the 'passthrough' flag.

But whatever you choose, original Doom cannot do this.

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In Boom, there is such an action available among the Generalized linedef actions. In ZDoom - Hexen map format and UDMF, there is a Door_LockedRaise linedef action, to which you only need to give the proper lock type as a parameter. In ZDoom - UDMF, you can assign any lock type to any linedef action through linedef properties.

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scifista42 said:

In Boom, there is such an action available among the Generalized linedef actions. In ZDoom - Hexen map format and UDMF, there is a Door_LockedRaise linedef action, to which you only need to give the proper lock type as a parameter. In ZDoom - UDMF, you can assign any lock type to any linedef action through linedef properties.



ZDoom predefines all Boom locks so for this case there's no need for custom LOCKDEFS.

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If the actions only need to occur once, then I have a solution using voodoo dolls.
For example, on Map 26 of Ocd-doom.wad,

https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ocd-doom

there are two (redundant) rectangular pieces of mechanism on their own to the right hand side of the main playing area of the map. I didn't end up using these for actions but the effect is that if a switch activates tag 135 to do a crusher with slow damage, the barrels will push voodoo dolls over linedefs which can potentially do different actions to different tags etc.
So one switch in the level can switch the lights off and open doors with different tags to release monsters 2 seconds later etc..
The possibilities are limited only by the fact that the actions are once-only and also the 99 voodoo doll limit.

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In format except vanilla, you could use a scrolling floor to push the voodoo doll, and the switch would open a door that was blocking the voodoo doll, so it could then move across and activate lines. This would make the barrel unnecessary, so you wouldn't need to worry about it hurting the player.

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