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2 action linedefs occupying the same space


ViolentBeetle

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I was experimenting with various ways to exit the level and ended up drawing 2 lines over the same coordiates. I seems to be working fine, teleporting and exiting at the same time, but I wonder how reliable this sort of things is. What are the chances something like this malfunctions?

telexit.rar

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It had never occurred to me to try this. Your WAD worked the same way every time I tried it. At first I didn't know why I was dying on exit, then I realised there was a voodoo doll under the teleport destination ;-)

 

I knocked together a similar WAD last night (see attached) and that seems to work fine. I dug out DEU to draw the two lines in the same place - that's quite easy, as you can draw the line somewhere else and then manually set the start and end vertex and which sector each sidedef belongs to.

 

I've tried this with vanilla Doom and Zandronum and it seems to work, so I expect it always would. That said, I'm not an expert on mapping 'tricks' and I'm not aware of any maps that make use of this, which surprises me as it seems to work.

 

btw sorry I didn't reply earlier - I'm having internet trouble on my PC that has Doom on, and then it took me a while to find the post again.

linetst.zip

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Looking at your post again, I realise maybe your question was more whether teleporting and exiting at the same time, specifically, would work reliably, rather than whether having two lines with actions specials in the same place would. My WAD demonstrates the latter (one line raises a pillar that works like a door, and one lowers a pillar next to it). I can't think of any reason why either wouldn't work consistently, but again I'm not an expert on this sort of thing.

 

One thing I forgot to mention: when I tried to move the overlapping lines in Doom Builder, something got screwed up, probably to do with the sectors they were linked to. (I needed to convert it back to a Doom 2 map, as DEU 5.21 only supports Doom 1.) Not a big deal, but probably worth bearing in mind that such lines may need to be left alone in modern editors. (Doom Builder doesn't let you manually change what vertexes or sectors a line belongs to, afaik.)

 

Not sure how helpful all this is - just thought it might be useful to know how I got on with it :-)

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Death exit was just an experiment I remembered to save. My true desire is to make a pressure plate that does 3 things at once. Though 1 pixel apart works just as well for it.

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To give two answers to this topic:

 

Be careful with putting actions and teleport linedefs atop of each other, as teleports can "wipe" any previously triggered actions if the linedefs are too close. IIRC this was a bug that plagued the development of BTSX for a bit.

 

Also answer: You can stack linedefs on top of each other after drawing them, you just need to deactivate "merge geometry" in your builder. Be aware though that stacking too many linedef actions can cause what's called a "SpecHitsOverflow", therefore players should never have contact with more than 8 linedefs that have an action assigned to them at once, meaning you need to account for player size in case you space linedefs just a little apart from one another.

Edited by Nine Inch Heels

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