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Making a Pallet change mid level


nrofl

Question

Hello,

 

I was wondering if there’s a way in acs script or other methods to change a levels pallet through a switch pull. Similar to flipping the power switch on ascension from black ops. 

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Here you go: this is one im using in one of my maps to literally be a light switch but it uses a custom switch texture, so i have to include lines to tell it to play the audio... plus some other stuff in there since i have a literal zombies vibe to this map cuz nothing works till you "turn on the power"... anyway just cut the bits you dont want, the main one you probs want is the set linetexture. you can replace the boolean variables with normal values for selinetexture.

 

script "LIT-LIVING" (int SectorTag,int LightOn,int LightOff)
{
    if (CheckInventory("Bluecard"))
    {
        setlinetexture(SectorTag, SIDE_FRONT, TEXTURE_MIDDLE, "SW2TMBIG");
        ActivatorSound("switches/normbutn", 100);
        Light_ChangeToValue (SectorTag,LightOn);
        suspend;
        setlinetexture(SectorTag, SIDE_FRONT, TEXTURE_MIDDLE, "SW1TMBIG");
        ActivatorSound("switches/normbutn", 100);
        Light_ChangeToValue (SectorTag,LightOff);
    }
    else
    {
        HudMessage(s:"There has to be something I can do..."; HUDMSG_PLAIN, 0, CR_RED, 0, 0.01, 1.5);
        ActivatorSound("switches/normbutn", 100);
    }
}

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You're looking for transfer heights in UDMF format that's linedef action 209.

 

For BOOM formats it's line action 242.

 

You'll want a control sector outside the area visible to the player, your action/trigger will lower the floor/raise the ceiling of the control sector to/above the height of the visible area.

 

ZDOOMWiki article - Details about this feature and how to assign a palette.

Edited by DeetOpianSky
Corrected text.

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