johnbanks77 Posted April 7, 2024 If i wanna add something like an elevator it just wont work and i also cant add more than 1 teleporter system in a level , any help ? 0 Quote Share this post Link to post
Stabbey Posted April 7, 2024 As for the lifts, it sounds like you may not be assigning actions or sector tags. That could be the same for teleports. I think you'd benefit from reading or at least skimming through these tutorials on the basics of level editing. Lessons 9 and 11 in particular (Simple Moving Sectors and Let's Get the Hell Out of Here) will be of particular use. Maps which are created in UDMF format are slightly different in the specifics of how they work, but the principles are the same, and understanding them is a good foundation. 0 Quote Share this post Link to post
ViolentBeetle Posted April 8, 2024 Use actions and teleporters are sensitive to where the line is facing. Teleports need a destination thing placed in the tagged sectors. Make sure line and sector have matching tags, only some of the door actions can do without them. 0 Quote Share this post Link to post
Kappes Buur Posted April 8, 2024 (edited) On 4/7/2024 at 12:45 PM, johnbanks77 said: If i wanna add something like an elevator it just wont work I assume that you want an elevator, floor and ceiling move, rather than a lift (platform) where only the floor moves. Mapping for DOOM2/BOOM2 format this is a bit more complicated since you would have to trigger two action specials at the same time. That is only possible with voodoo doll scripting. Mapping for DiHF (Doom2 in Hexen Format) this is a lot easier since now you have an elevator action special. Mapping in UDMF (GZDoom) you can make the elevator sector as a 3D sectors. In which case you can construct the elevator with multiple 3D sectors an link them together as not to desynch. On 4/7/2024 at 12:45 PM, johnbanks77 said: i also cant add more than 1 teleporter system in a level Which mapping format do you use? There are some important subtleties depending on the mapping format, however, if it works in DOOM2 format it will work in other ports. Other ports have more variety in action specials. D2_teleport.7z Edited April 8, 2024 by Kappes Buur 0 Quote Share this post Link to post
Stabbey Posted April 9, 2024 3 hours ago, Kappes Buur said: Mapping for DOOM2/BOOM2 format this is a bit more complicated since you would have to trigger two action specials at the same time. That is only possible with voodoo doll scripting. If I recall, you can't do that in Doom 2 format (and maybe also Boom format because a sector is prohibited from having both its floor and ceiling in motion at the same time (most likely to prevent them from clipping through each other). I think that even if this person is using an advanced format that they should read the vanilla mapping tutorials, because my impression from their confusion on certain questions is that they need a stronger grasp of the fundamentals, and that going straight for highly advanced things is likely to be more confusing than enlightening. 0 Quote Share this post Link to post
Async Unicorn Posted April 10, 2024 (edited) You actually can do a working elevator with both ceiling and floor moving in Boom without voodoo doll scripts, see "Boomedit.wad" for an example (though there are W1/WR actions, so I believe you can do something smart with it if you want to) Edited April 10, 2024 by Vanilla+Unicorn 0 Quote Share this post Link to post
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