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Afterlife

Finishing a level by elevator (platform) lowering?

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Just as in map 07 of Jenesis, it ends through the platform lowering. Can
someone explain how this is done. Does it involve scripting or not?

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That ending involves a voodoo doll placed in a conveyor belt outside the map which trips over various linedef actions. The case in Jenesis MAP07 is two actions seperated a good distance from each other; elevator lower to next floor and exit level. Voodoo dolls in conveyor belts is basically ACS, but without writing the script. It involves linedef actions instead text.

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#include "zcommon.acs"

script 1 (void)
{
delay (5*35);
Exit_Normal (0);
}
Assign the above to a linedef with type 80 (script activte), when the player crosses the linedef the script will wait for 5 seconds and then exit the level. This is much easier, in my opinion, than setting up a voodoo doll conveyor. Still it is personal preference. To make sure the player crosses the line you could stick the linedef a couple of places into the lift platform itself.

Have fun,

Dave

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I'll elaborate a bit. In Boom you need to give a linedef the action 253 like Pottus said, but you also need to have the linedef the correct length and angle. The longer the line is, the faster the conveyer belt: and the direction the line points corresponds to the direction of the conveyer belt.

In ZDoom it's a bit easier: just give the sector the Carry property in what direction you want it.

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This is what I use for elevator scripting:

script (void)
{
FloorAndCeiling_Lowerbyvalue(0,0,0);
delay(10*2);
Floor_lowertolowest(0,0);
}

I don't know if this could be close to jenesis' scripting though.

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Frankly, I've only used this once, but it worked fine for me. What I did was:

script 19 (void)
{
Floor_RaisebyValue (28, 8, 2048);
Ceiling_RaisebyValue (28, 8, 2048);
Delay (35*15);
Exit_Normal (0);
}

This was in a map for a wad I was making about 6 months ago, and it works fine for what it was to do, and this is completely unmodified from it's original version.

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