TiglatPalazar II Posted January 23, 2019 (edited) How to turn these pillars to skull key doors with moving them down to the floor? Edited January 23, 2019 by TiglatPalazar II 0 Quote Share this post Link to post
Kappes Buur Posted January 23, 2019 (edited) Highlight each pillar sector, press J to join them and give them a TagID. Then either draw a linedef somewhere in front of the pillars (walk over), or make an accessible switch (press use or shoot), and give them the special 21:Floor_LowerToLowest (tag, speed), 20:Floor_LowerByValue (tag, speed, height) or similar. Or, instead set the linedef to 80:ACS_Execute (script, map, s_arg1, s_arg2, s_arg3) with one of the specials above, for example Quote #include "zcommon.acs" script 1 (void) { // 21:Floor_LowerToLowest (tag, speed); Floor_LowerToLowest (10, 32); } If you want the blue pillars to drop only when you have the blue skullkey, then the script becomes a bit more complex. In the following script I spawn a blue skullkey and set the switch to drop the blue pillars once you have the key Quote #include "zcommon.acs" // =================================== // spawn the blue skull key // =================================== script 100 open { delay (35*3); Thing_Spawn ( 10, T_BLUEKEYCARD, 0, 0); delay (35*15); Door_Open ( 3, 8, 0 ); } // =================================== // check for blue skull key // =================================== script 2 (void) { SetFont ("GAR"); SetHudSize(960, 600, 0); if (CheckInventory("BlueCard") == 1) { HudMessage(s:"Switch is activated"; HUDMSG_PLAIN, 0, 4, 480.0, 250.0, 5.0); delay (35); ACS_Execute ( 3,1,0,0,0); } else { HudMessage(s:"You need the blue skull key"; HUDMSG_PLAIN, 0, 4, 480.0, 250.0, 5.0); } } // =================================== // if you have the blue skull key, open the door // =================================== script 3 (void) { Floor_LowerToLowest (10, 32); } // =================================== // END OF SCRIPTS // =================================== Example Edited January 24, 2019 by Kappes Buur 0 Quote Share this post Link to post
Pegleg Posted January 23, 2019 (edited) Welcome to Doomworld! What format are you using? You can't do what it sounds like you want to do (keyed switch to lower floor to lowest nearest floor) in vanilla. In Boom, you should be able to do it as follows: Draw a room with a conveyor belt off in the void. Put a voodoo doll on the conveyor belt behind a door. Set the door to be locked with a blue key and make the columns the switch that opens the door on the conveyor belt. On the other side of the door, put a walkover line that triggers the columns to lower to the lowest nearest floor). I don't know about GZDoom or UDMF. Edited January 23, 2019 by Pegleg Welcome. 0 Quote Share this post Link to post
Kappes Buur Posted January 23, 2019 47 minutes ago, Pegleg said: What format are you using? The screenshot shows that he is using GZDoom (Doom2 in Hexen) format. 0 Quote Share this post Link to post
TiglatPalazar II Posted January 23, 2019 1 hour ago, Kappes Buur said: Highlight each pillar sector, press J to join them and give them a TagTD. Then either draw a linedef somewhere in front of the pillars (walk over), or an accessible switch (press use or shoot) and give them the special 21:Floor_LowerToLowest (tag, speed), 20:Floor_LowerByValue (tag, speed, height) or similar,. Or instead set the linedef to 80:ACS_Execute (script, map, s_arg1, s_arg2, s_arg3) with omne of the specuials above, for example if you want the blue pillars to drop only when you have the blue skullkey then the script becomes a bit more complex. In the following script I spawn a blue skullkey and set the switch to drop the blue pilears if you have the key Example Thank you, you just saved my wad! 1 Quote Share this post Link to post
Scypek2 Posted January 23, 2019 If you want to use a script for something key-locked, you don't need to check for the key manually. ACS_LockedExecute and ACS_LockedExecuteDoor exist specifically for making scripts that require keys to activate, and display the default locked object messages when the key is missing. 2 Quote Share this post Link to post
Pegleg Posted January 23, 2019 4 hours ago, Kappes Buur said: The screenshot shows that he is using GZDoom (Doom2 in Hexen) format. So it does. I missed that. The Boom method I suggested should work, but, you're right, it was irrelevant here. 0 Quote Share this post Link to post
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