ranhcase Posted September 8, 2016 Is there a way to set multiple actions in one linedef on UDMF Format? 0 Share this post Link to post
Rayziik Posted September 8, 2016 EDIT: Dammit, there's too many ninjas in this subforum... The easiest way to do that is to probably just write a script that causes all the actions you want to happen, and then assign the one line in your map to "Script Execute: ##". Of course, that's assuming you know how to write ACS. 0 Share this post Link to post
ranhcase Posted September 9, 2016 Rayzik said:Of course, that's assuming you know how to write ACS. YAY! I don't. Thanks to both any way 0 Share this post Link to post
Kappes Buur Posted September 9, 2016 RanhDoomer said:YAY! I don't. If you know how to attach action specials (commands) to a linedef then your are more than halfway to writing scripts. http://zdoom.org/zdkb/scriptprimer.html 0 Share this post Link to post
ranhcase Posted September 9, 2016 Kappes Buur said:If you know how to attach action specials (commands) to a linedef then your are more than halfway to writing scripts. http://zdoom.org/zdkb/scriptprimer.html No, unfortunally i don't, i don't know the first thing about scripting, and my internet is to bad to open the link(believe me!)... 0 Share this post Link to post
BigDickBzzrak Posted September 10, 2016 RanhDoomer said:No, unfortunally i don't, i don't know the first thing about scripting, and my internet is to bad to open the link(believe me!)... The link contains just text, believe me. Anyway, there is no "PassThru" linedef flag in UDMF? That's how things go in Boom, AFAIK. 0 Share this post Link to post
scifista42 Posted September 10, 2016 bzzrak said:Anyway, there is no "PassThru" linedef flag in UDMF? That's how things go in Boom, AFAIK. In GZDB/UDMF, it's called "Pass use on", and it's in the "Activation" flag list instead of the "Flags" list of general linedef flags. 0 Share this post Link to post
pez Posted September 11, 2016 Have the first linedef trip spawn a monster at extremely high speed in a completely different room and have that accelerated spawned monster pass monster-activated linedefs in that room before it explodes and dies at the end with a kill linedef 0 Share this post Link to post
scifista42 Posted September 11, 2016 ^ Or a non-monster thing, which are also able to trigger "monster-only" activated lines, because "monster-only" actually means "non-player-only" in this game. Using a non-monster would have an advantage of not having to kill it at the end of the line, and no effect on the kill counter on the automap / intermission screen. Also, the speed of such a line-activating thing shouldn't be all that extreme, otherwise it might skip linedefs without activating them. 0 Share this post Link to post