mikenet2007 Posted July 1, 2014 I want an invisible wall (a middle wall) that you can walk into but not back out of. It's passable going in but not back out. If that's not possible, perhaps theirs a way to do it with invisible sprites? If not an alternative would be to make it to where the player cant move for a short amount of time. I need one of these tricks to force a player down a hole that could normally be run over if your going fast enough. I can't make the hole sector any wider to prevent the player from running or jumping across. So I need a the player stuck in that sector long enough to fall down. 0 Quote Share this post Link to post
Foxpup Posted July 1, 2014 Why not just make the sector on the other side of the hole too high to reach? 0 Quote Share this post Link to post
Mechadon Posted July 1, 2014 I think you could do this with a self-referencing sector and an instant raising floor line action. It may not work exactly like you want, but its the closest way I can think to do it off-hand. It won't be a middle wall though (I'm assuming you mean mid-texture?). Here's the wiki entry for a self-referencing sector. 0 Quote Share this post Link to post
mikenet2007 Posted July 1, 2014 Foxpup said:Why not just make the sector on the other side of the hole too high to reach? That wouldn't work, the hole is a square in the middle of a sector that can be accessed from any direction. This is going to be a trap actually, the ground will look level and normal until the player picks up a blue card, then a script goes off that lowers the small square sector around the key. With the way I have it designed their is no way to make the sector surrounding the key wider or taller on one end. It's hard to explain. 0 Quote Share this post Link to post
mikenet2007 Posted July 1, 2014 Memfis said:something like this? That would almost work if I deleted the vein texture, but it would prevent the player from getting to the middle of the sector and picking up the key. Any other ideas? 0 Quote Share this post Link to post
Kappes Buur Posted July 1, 2014 ACS scripting to the rescue, if you are making the map for ZDoom. Make a pit, maybe -256 deep with linedefs on the inside, such as this, and attach a script to those linedefs, with walk-over trigger: As soon as the player hits the linedef, he stops dead in his track and drops into the pit, then reactivates. The delay is so short that the other lines have very little affect on the player's movement. 0 Quote Share this post Link to post
mikenet2007 Posted July 1, 2014 Nice that looks like it will be just what I need, I'll test it out probably tonight sometime when I get off work. Would I replace "playernumber" with 1 for player 1 or leave the script as is. Also does the script require an extra thing in the sector or is the player the only thing needed? PS Didn't remember you were on this site, I figured id post here sometimes to break up the questions on the other site so their isn't back to back post. I've had a lot to do in a short amount of time. :p 0 Quote Share this post Link to post
Kappes Buur Posted July 1, 2014 mikenet2007 said:Would I replace "playernumber" with 1 for player 1 or leave the script as is. Also does the script require an extra thing in the sector or is the player the only thing needed? The player is the only thing needed. Leave PlayerNumber() as is. The engine will automatically identify which player has activated the script. For example, when the game starts, Player1 has TID 0. After running the above line, Player1 will have TID 1000. To change the TID for Player2, Player3, etc you plug in the appropriate value in the above line: Thing_ChangeTID(0, 1000 + PlayerNumber()); // change Player1 TID from 0 to 1000 Thing_ChangeTID(1, 1000 + PlayerNumber()); // change Player2 TID from 1 to 1001 Thing_ChangeTID(2, 1000 + PlayerNumber()); // change Player3 TID from 2 to 1002 : : Thing_ChangeTID(7, 1000 + PlayerNumber()); // change Player8 TID from 7 to 1007 See also http://zdoom.org/wiki/PlayerNumber http://zdoom.org/wiki/Category:ACS_Information_functions 0 Quote Share this post Link to post
mikenet2007 Posted July 2, 2014 Man that worked perfectly! Thanks, I'm almost done with this trap now. 0 Quote Share this post Link to post
mikenet2007 Posted July 2, 2014 http://www.mediafire.com/download/xrqcrqdbe5q17s2/Floor_Lower_To_New_Sector.rar This is the test Wad I created to demonstrate why I needed the effect of the player stopping briefly. An explanation for this wad written in the script. It's a simulated sector over sector effect in the form of a trap. Feel free to share it or use it if you find it useful. 0 Quote Share this post Link to post
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