Lycaon Posted September 19, 2014 Can I make it so that a linedef action can only be triggered after a certain event, via ACS or any other way? 0 Quote Share this post Link to post
Obsidian Posted September 19, 2014 I believe you have to use the "If" and "Else" functions: I can't find a page with the details on the ZDoom Wiki, but I'm pretty sure that's the case. 0 Quote Share this post Link to post
Kappes Buur Posted September 19, 2014 Lycaon said:... after a certain event, ... what kind of event ? 0 Quote Share this post Link to post
Lycaon Posted September 19, 2014 A switch that executes a script 0 Quote Share this post Link to post
TimeOfDeath Posted September 19, 2014 Make it require a key to activate. 0 Quote Share this post Link to post
Scypek2 Posted September 19, 2014 There's also a way for boom/doom in doom format that would use voodoo dolls on conveyor belts instead of ACS. >>>>>>>>>>>>> Doll | | : >>>>>A>>B>>C> A and B are doors that stop the voodoo doll, C is a walkover line for the action you want to happen. For the action C to happen, player will have to trigger an Open Wait Close action for B after triggering an Open Stay for A. 0 Quote Share this post Link to post
DaniJ Posted September 19, 2014 If you're mapping specifically for Doomsday then any line special can be disabled remotely by another line special, using XG. 0 Quote Share this post Link to post
sector666 Posted September 25, 2014 I doubt this applies to the OP, but in Doom 64 this is pretty easy. Tag the linedef that should be triggerable later, but otherwise leave it alone. Give another (dummy) linedef the trigger settings you want, and it's own tag. When you want the first line to become triggerable, run a Macro (Doom 64's version of a script) with the command Line_CopyFlags(first linedef tag, dummy linedef tag); 0 Quote Share this post Link to post
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