few actions for one linedef

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Devan
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few actions for one linedef

Post by Devan »

Can I make few different actions for one linedef? If yes, how?
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Enjay
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Post by Enjay »

Yes, by using ACS scripting. It's a big subject and a bit daunting but once you start its simpler than you think it will be. Check the Zdoom Wiki and Zdoom knowledge base for further info.
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Jive
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Post by Jive »

For Doom Legacy, it's impossible (because of a bug never solved, limiting the distance to 24 between 2 linedefs with an action), but you could try this trick with GZDoom:
put several linedefs one after the other, each one with a different action, separated by a distance of 2. It should be efficient.
I try it right now, and I'll come back to let you know if my trick is correct.
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Graf Zahl
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Post by Graf Zahl »

Scripts are far easier to use than that.
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Phobus
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Post by Phobus »

Not only that, but they're also linedef unintensive, and all coloured, highlighted and packadged with syntax display in DB. Oh, and add to that the ACS exclusive functions, and the choreographing and I know which one I'd rather take.
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Boingo the Clown
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Post by Boingo the Clown »

Some of us old timers, who were modding before scripting came into use, still fall back on old tricks that are not script dependant, like linedef stacking for instance.

If I recall, linedef stacking is a trick where you define multiple linedefs between the same two vertices, and each linedef is a non repeating switch. Each time the player throws what appears to be one switch, the lowest numbered linedef would be activated, then become inert, allowing the next one to be thrown.

Please correct me if I am wrong. I never actually used this trick myself, although I have seen wads that used it.
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Jive
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Post by Jive »

It's true!
Very efficient way to obtain what was asking Devan, but it could be also a source of unstability, when the fact to separate the linedefs is stable and perfectly efficient.
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Phobus
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Post by Phobus »

I am an old time mapper, and have done what you've described in my latest release. However, until this year, I've never released anything I've made. I can promise you from experience that scripts are not only easier, but much more efficient for what they do and much easier to set up.
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Boingo the Clown
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Post by Boingo the Clown »

As an old time mapper, I have been very slow in learning anything about scripting, despite the fact I learned computer programming years ago. As a result, my policy tends to be "If you can do something without scripting, do it without scripting".
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Shinjanji
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Post by Shinjanji »

When I first learned about the possibilites opened through scripting, I hopped on it like ants on sugar. Never looked back since.
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chopkinsca
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Post by chopkinsca »

Boingo the Clown wrote:As an old time mapper, ... As a result, my policy tends to be "If you can do something without scripting, do it without scripting".
I'm quite the opposite. Both being a new mapper (2003 I think?) and I do almost everything with scripts. I like to work out the logic in scripts, and most of the scripts I do write would be too complicated to do with fancy lindef tricks.

It was fun to do a boom-compatible map and do psuedo scripting using voodoo dolls. Even in boom I coudn't get away from using a 'scripting' language.

But in the end it doesn't matter, as long as it gets the job done and you had fun doing it. :)
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Enjay
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Post by Enjay »

I'm probably one of the oldest-time mappers here, and I use scripting now. I find basic stuff like multiple actions dead easy, but it did take me some time to get into scripting.
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