I am encountering a couple of problems in my test map, which are driving me bonkers.
1. When I activate the switches to operate the lifts, they do not toggle to the ON_STATE_TEXTURE (SW2_2).
I tried both, SWANTBLS and ANIMDEFS, without success.
2. While the first lift raises and lowers with the appropriate sound, all the other lifts are silent.
And I cannot find out why that is so.
Hopefully, somebody can give me some helpful hints in solving my dilemma.
EDIT: removed link to map. see below
Problems with 3D Switch and Lift
Moderator: Graf Zahl
- NeoHippo
- Posts: 408
- Joined: Tue Sep 13, 2005 0:47
- Location: British Columbia Canada
Problems with 3D Switch and Lift
Last edited by NeoHippo on Mon Jul 23, 2007 18:32, edited 1 time in total.
TAtL, tU, aE
- Vader
- Stronghold Team
- Posts: 1072
- Joined: Fri May 26, 2006 15:48
- Location: Bielefeld, Germany
1. I think you've made a mistake in the ANIMDEFS lump... according to the Wiki, it should look like this;
However, I wasn't able to get the switch texture to work either, so I guess there also must be something wrong with the SWITCHES lump, but I have no idea how this has to be set up and the Wiki doesn't really give valueable info on that issue.
2. Actually none of the lifts do play a sound for me... no idea whats wrong here, sorry.
Code: Select all
// SW2_1 is the off texture
// SW2_2 is the on texture
// switch LIFT
switch SW2_2 on sound Switch1 pic SW2_1 tics 0
switch SW2_1 off sound Switch2 pic SW2_2 tics 0
2. Actually none of the lifts do play a sound for me... no idea whats wrong here, sorry.
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
I don't have time to check your map fully, but here's what I do in this situation:
set the flags of the 3D sector control line to 16 to use the upper texture of the target sector line as the face for the 3D floor rather than the texture from the control sector.
set the upper texture of the switch line to be the switch texture.
That should work (you can use a flag of 32 for the lower texture if you prefer).
Because the actual line getting used has a switch on it, the switch changes. Because of the way you have set the flags, that changed texture gets copied to the 3D floor switch face.
[edit]
OK, I've had a chance to check. The above does work for your level. Change the 3D floor lines for the switches to have their flags argument set to 16. Put sw2_1 on the upper of your switch lines. The texture gets transferred to the switch face and clicks and changes when you use the line - just as you's expect a normal switch to. No additional modification needed to the other lumps.
[/edit]
set the flags of the 3D sector control line to 16 to use the upper texture of the target sector line as the face for the 3D floor rather than the texture from the control sector.
set the upper texture of the switch line to be the switch texture.
That should work (you can use a flag of 32 for the lower texture if you prefer).
Because the actual line getting used has a switch on it, the switch changes. Because of the way you have set the flags, that changed texture gets copied to the 3D floor switch face.
[edit]
OK, I've had a chance to check. The above does work for your level. Change the 3D floor lines for the switches to have their flags argument set to 16. Put sw2_1 on the upper of your switch lines. The texture gets transferred to the switch face and clicks and changes when you use the line - just as you's expect a normal switch to. No additional modification needed to the other lumps.
[/edit]
- NeoHippo
- Posts: 408
- Joined: Tue Sep 13, 2005 0:47
- Location: British Columbia Canada
Thank you, Vader and Enjay
As for the switch, I did as Enjay outlined, but I still had to include the SWITCHES lump from SWANTBLS. I guess because it is a custom switch.
As for the sound of the lifts, the closest lift always makes the correct sounds. I found, that I could hear the other lifts, depending on where I was in the map. Very Strange. I sure would like to know why this is happening.
At least one problem is solved. Thanks again.
EDIT: removed link to map. see below
As for the switch, I did as Enjay outlined, but I still had to include the SWITCHES lump from SWANTBLS. I guess because it is a custom switch.
As for the sound of the lifts, the closest lift always makes the correct sounds. I found, that I could hear the other lifts, depending on where I was in the map. Very Strange. I sure would like to know why this is happening.
At least one problem is solved. Thanks again.
EDIT: removed link to map. see below
Last edited by NeoHippo on Mon Jul 23, 2007 18:23, edited 1 time in total.
TAtL, tU, aE
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
- NeoHippo
- Posts: 408
- Joined: Tue Sep 13, 2005 0:47
- Location: British Columbia Canada
After playing around with the map, I found, that for the sounds to play correctly, the control sectors should not be contained in a void inside the map, but should be located outside of the map. At least that worked in this case.
If anybody is interested, the working map ishere
If anybody is interested, the working map ishere
TAtL, tU, aE
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
The void inside the map is irrelevant. Play the old version, flick a switch and run to a corner of the map where the control sectors are and you'll hear them.
Your new layout just makes the control sectors easier to hear because they are closer to where the player is when he is standing on the platforms. It's still the same thing though. Activate a floor and then run across the map to near where the control sectors are and the sound gets louder.
Your new layout just makes the control sectors easier to hear because they are closer to where the player is when he is standing on the platforms. It's still the same thing though. Activate a floor and then run across the map to near where the control sectors are and the sound gets louder.