ReX Posted June 14, 2000 If I create a force-field (i.e., linedef is impassable, and sidedef has an animated, translucent texture) how can I set it up so that, say, hitting a switch will lower the force-field (i.e., remove the impassable property of the linedef, and remove the texture or replace it with a completely transparent sidedef)? I am using WadAuthor to create a map for ZDooM. In a related question, I have seen the use of deadly lasers (e.g., Tei Tenga and Hell Factory) and want to learn how its done. I looked at the scripting in Hell Factory, but I couldn't figure it out. How to set up the linedef so that a player crossing it is immediately disintegrated? And how to set it up so that a switch will remove the lasers and make the line passable? Thanks. 0 Share this post Link to post
Wildman Posted June 15, 2000 ReX said:If I create a force-field (i.e., linedef is impassable, and sidedef has an animated, translucent texture) how can I set it up so that, say, hitting a switch will lower the force-field (i.e., remove th You need to use two specials for this: setlinetexture(int line, int side, int position, str texturename); Use this to change the texture. setlineblocking(int line, int blocking); Use this to change the impassable flag. I have tutorials on both specials in the ZDoom Tech pages. 0 Share this post Link to post
ReX Posted June 15, 2000 Rick: Thanks for the tip. The weird thing is that I have your ZDTech tutorial, which I have referred to before. But this time I didn't even think about it and posted the question on the forum before doing my share of research. I looked at your tutorial, and it's exactly what I need. Thanks again. ReX 0 Share this post Link to post
Wildman Posted June 15, 2000 I need to update the forcefield tutorial, which I will do this weekend and update all the sources. I took a bit of a round about why of doing it and I have found a much simplier approach. 0 Share this post Link to post
Recommended Posts