GordoFreemann Posted June 5, 2019 I'm trying to set up a trap for the player after they collect a key. They have to go down a walk-way to gather the key and when they turn to go back I want to have a linedef that activates a trap wall revealing monsters. Any tips on how to accomplish this? 0 Quote Share this post Link to post
1 Kappes Buur Posted June 6, 2019 (edited) https://zdoom.org/wiki/LineSide Edited June 6, 2019 by Kappes Buur 0 Quote Share this post Link to post
1 HAK3180 Posted June 5, 2019 (edited) I made a quick map to show one potential way of doing it. The trap won't lower until after approaching the key and then going back over the trigger line. Pay attention to the tags, actions, joined sectors, and floor/ceiling heights. This works in vanilla. There maybe easier ways to set it up in more advanced formats. Trap_Upon_Return.zip PM me if you need help setting it up. Edited June 6, 2019 by HAK3180 0 Quote Share this post Link to post
0 GordoFreemann Posted June 6, 2019 2 hours ago, HAK3180 said: I made a quick map to show one potential way of doing it. The trap won't lower until after approaching the key and then going back over the trigger line. Pay attention to the tags, actions, joined sectors, and floor/ceiling heights. This works in vanilla. There maybe easier ways to set it up in more advanced formats. Trap_Upon_Return.zip PM me if you need help setting it up. Thank you, I'll PM you should I have any questions. 0 Quote Share this post Link to post
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GordoFreemann
I'm trying to set up a trap for the player after they collect a key. They have to go down a walk-way to gather the key and when they turn to go back I want to have a linedef that activates a trap wall revealing monsters.
Any tips on how to accomplish this?
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