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Activate line id


Kesky

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Im trying to make a line id that when you cross it a ceiling falls but only after another ID has been activated to avoid a soft lock in the map. I feel like theres a faster way to do this that isn't a dedicated ACS script for it but I can't find anything.

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Using ACS for this is in my opinion the fastest and most straightforward solution.

 

The only other way I can think of is maybe some sector link trickery, but that would be probably much more complicated to make.

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Don't be coy when asking for help. What is your map format, and what soft-lock are you trying to avoid. I can probably think of a few ways even using vanilla actions which would help, but I need to know specifically what issue you're trying to avoid.

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19 minutes ago, Stabbey said:

Don't be coy when asking for help. What is your map format, and what soft-lock are you trying to avoid. I can probably think of a few ways even using vanilla actions which would help, but I need to know specifically what issue you're trying to avoid.

Sorry that's my mistake. Its in UDMF format. The effect is that you go into the room to clear it and hit the switch to open some doors. when you come out of the room and the line in front of the door is crossed its supposed to drop the ceiling behind you to make the effect that the original door didn't exist in the first place. The issue is that if they go into the room but don't hit the switch and just leave the ceiling will drop and there will be no way to leave the area, making the softlock. I did end up just going the ACS route since I didn't realize I would need to do some more besides dropping the ceiling but just knowing a different way to pull this off will always be a help.

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Posted (edited)

Okay one way I would do that using vanilla actions... well, standard vanilla doesn't have much in the toolbox for ceilings, so I'd likely use an instant moving floor instead, which shouldn't make a difference. And actually, an instant moving floor is probably the best option because it is completely silent.

 

I would also have the switches actually be dummy switches which don't do anything meaningful, and instead when approaching the switch, the player first crosses a line A which opens the door you actually want open, and then after that, they cross another trigger B which affects a control sector, so that when they leave the room and cross over the WR trigger line, the way back will be blocked because now trigger B's control sector has moved positions so the floor can move to block the way.

 

Otherwise, you'll want to use two scripts with a global variable - one for the ceiling blocker which activates when crossed and checks the global variable. when the variable is set to "off", the ceiling blocker won't trigger. The switch script will both activate the door and also set the global variable to "on," to guarantee that the door will be open before the room gets blocked off.

 

You'll probably also want to either not place co-op starts or else take that into account so you don't lock co-op players into your room.

Edited by Stabbey

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