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ragtime
April 13th, 2003, 09:24 AM
Hey, im a newbie to doom editing, and theres one problem ive been constantly having, that no guides explain. How do I make switch activated doors/lifts? They always open normally, even if I have all the sectors, linedefs and tags right. This probably sounds stupid, but I would really appreciate an help

Doom_Dude
April 13th, 2003, 09:32 AM
To have a remote switch open a door

The door's linedefs (the lines that represent the door fronts in the game) shouldn't have any of the 'manual door open' or 'raise door_close 8 secs' type of stuff enabled.

The switch lindef should trigger the door sector so the number you use for the trigger tag on the switch should be the same # in the door sector.

Same thing for a lift if you want the lift to operate from a switch.

Hope this helps.

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ragtime
April 13th, 2003, 09:34 AM
Sorta..I understand the words you used, but not that particular combination of them. Please, talk to me like im a young child, I admit to my complete lack of knowledge :P

Doom_Dude
April 13th, 2003, 10:52 AM
Sometimes explaining the easiest things can be the hardest to accomplish. http://forums.newdoom.com/UBB/wink.gif It also makes it harder to explain because of all the differences in editors and I only use DoomCAd myself..

1) Your switch line has to be set to a 'trigger open door' (or somethin similar which depends on what editor your using)The trigger line will have a trigger number(lets use 2) in the trigger dialog box.

2 door sector should be tagged with a #2

3) The lines of the door itself shouldn't have any switch / opening door info at all.

It's hard to explain it in easier words.

Let me know if this helps or not. Maybe somebody else can explain it better. Would be a bigger help if you can tell us what editor your using.

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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
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ragtime
April 13th, 2003, 11:09 AM
I'm getting the general idea, but all the details are still sketchy. And I'm using DeePsea.

Doom_Dude
April 13th, 2003, 11:41 AM
Ok I can't help with deepsea specifics but others here can. Keep messing around with it and you'll figure it out. Basically the switch triggers the door using a number that's common to both. How deepsea handles this is anouther matter. If the door is set up to be opened by the player at the door itself it'll overide the switch, which is what you had set up methinks... http://forums.newdoom.com/UBB/smile.gif

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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)

ragtime
April 13th, 2003, 01:40 PM
I think im closer now then I was before. Now I'm having a new problem. The switch itself is acting like a door, but it looks liek the switch activates. any ideas?

Doom_Dude
April 14th, 2003, 05:24 AM
Sounds like you put the trigger # in the switch sector.

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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)

ReX
April 14th, 2003, 06:00 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Now I'm having a new problem. The switch itself is acting like a door, but it looks liek the switch activates. any ideas?</font><hr width="100%" size="1" noshade></BLOCKQUOTE>You need to be careful about what you assign your sector tag to. (Also, remember that a sector number is different than a sector tag. Never change the sector number, unless you're experienced with sector re-referencing.) Occasionally, instead of assigning a tag to a linedef in a sector, a user assigns the tag to the entire sector. This may be what you've done. Also, remember that the action for a local door is different from a remote door. It sounds as if you're trying to open a remote door.

Another suggestion. Open up, say, MAP01 of DooM2. If you're familiar with the secret area with the green armor, you'll remember that one of the switches (linedef #75) in that room opens the door to the armor. See how it's done in that map, and you've got it made.

deepteam
April 14th, 2003, 08:03 AM
If you look in the DeePsea sample DOOM2TUT.WAD there are 4 examples of doors. The one on the left is a switch activated door.

To all: Doesn't really matter what editor is used, the explanation is always the same.

Doom_Dude
April 14th, 2003, 11:45 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">To all: Doesn't really matter what editor is used, the explanation is always the same.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

Is just the crap you click on that is different. http://forums.newdoom.com/UBB/tongue.gif

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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)

deepteam
April 14th, 2003, 01:51 PM
Not really. Tags are tags, specials are specials, textures are textures and so on.

Meaning one can explain general editing (how it works) rules for any editor - as you did - since all editors have to do the same thing in this area.

I'm just saying this so new people don't get the perception that somehow the answer varies by editor used - it doesn't.

Now in areas of creating new lines, that's where there can be significant differences http://forums.newdoom.com/UBB/smile.gif

Doom_Dude
April 15th, 2003, 05:39 AM
Yeah ok then deepteam. http://forums.newdoom.com/UBB/smilies/cwm12.gif

It's easy to miss some little thing when trying to explain to somebody how to do even the simpler stuff.

How's it going ragtime? Get your switch / door combo working?

------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)

BelchermanBTC
April 16th, 2003, 05:15 PM
I don't know if they still sell it or not but I bought a book called "Tricks of the Doom Guru's and I learned a great deal from it. It came with CDROM and I used the tools that came with it. Waded 183 and Wintex and was able to make what I wanted. Search amozon they might have the book it was a great help.

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BELCHERMAN[BTC]
Belching Toad Clan
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Props022
May 2nd, 2003, 01:43 PM
Ragtime, don't know if you've solved your problem yet, but maybe I can help.
Let's assume that you've created your map and have your sectors & lindefs in order.

I'll walk you through this; assuming again, that you didn't use any of the predifined setups on the door that your trying to create.

Lets start with the sector that you want to be the door. Edit that sector and give is a linedef tag of 1. Also lower the ceiling to the floor height. Now select both linedefs that are beside the front and back of the door (the tracks that the door will slide up). Edit these lindefs and give them the flag - wall below is unpegged. This will prevent the texture from moving upwards when the door is opening. While your at it, you can give it a normal texture of 'doortrak' and give your sector's ceiling a texture of ceil5_1.

Now that was the difficult part. Select the linedef that you want the switch that opens the door to be. It's this simple; give it a sector tag of 1 (the same as your doors linedef tag). And deppending on the editor, select the a function for the lindef. I use Windeu, where I can edit a linedef and under /door/ or /ceiling/ I can give the appropriate function (by function, I mean a switch that'll have some sort of effect on a sector).

I don't know if all editors are like this, but windeu has 3 funtions with two different properties. W - walk across, S - Switch, G - Gun. This the method of activating the function. The properties are 1 - can only use it once and R - Can use repeatedly. Now if you just want to have it as a switch that acts as a remote door opener, just give the linedef the function of SR.


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You can call me Props

http://www.dmhgames.ath.cx/clan/

Props022
May 2nd, 2003, 01:58 PM
Okay, I have deepsea, but don't really use it. I can tell you some more info that may help you though.

When you are going to edit your sector, first press "s" to go to sector editing mode. the select your sector that you wish to be a door. Right click, then go down to where it says 6 Linedef Tag and beside it enter a number that will be the same as the switch that you want to open the door.

***note**** When editing, a tag to a sector or linedef, remember entering a "1" on a switch and "1" on all of the doors, will make it so hiting the switch will open all doors labeled with a tag of "1". If you want to have different switches open different doors give the corresponding doors and switches different tag numbers. (Don't mean to confuse you)

Now to continue....Go to linedef mode by pressing L. Now right click on the linedef that you want to act as the switch to open the door. Under "Type" Click on "2.". Then go to "3 Door". Then go down to "G SR OpenDoor Wait/Close" This will make it so the door will open for about 3-5 seconds and then close. Now Go down to 9 (in the main window that opened after you rightclicked the linedef). And enter the same tag number that you entered when you where editing the sector.

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You can call me Props

http://www.dmhgames.ath.cx/clan/

Props022
May 2nd, 2003, 01:58 PM
Okay, I have deepsea, but don't really use it. I can tell you some more info that may help you though.

When you are going to edit your sector, first press "s" to go to sector editing mode. the select your sector that you wish to be a door. Right click, then go down to where it says 6 Linedef Tag and beside it enter a number that will be the same as the switch that you want to open the door.

***note**** When editing, a tag to a sector or linedef, remember entering a "1" on a switch and "1" on all of the doors, will make it so hiting the switch will open all doors labeled with a tag of "1". If you want to have different switches open different doors give the corresponding doors and switches different tag numbers. (Don't mean to confuse you)

Now to continue....Go to linedef mode by pressing L. Now right click on the linedef that you want to act as the switch to open the door. Under "Type" Click on "2.". Then go to "3 Door". Then go down to "G SR OpenDoor Wait/Close" This will make it so the door will open for about 3-5 seconds and then close. Now Go down to 9 (in the main window that opened after you rightclicked the linedef). And enter the same tag number that you entered when you where editing the sector.

------------------
You can call me Props

http://www.dmhgames.ath.cx/clan/